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Cocos-1010
Commits
2f9e4436
Commit
2f9e4436
authored
May 26, 2023
by
Friends233
Browse files
Options
Browse Files
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Email Patches
Plain Diff
新手引导禁用后面两个选中
parent
e5de3cbc
Changes
4
Hide whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
16 additions
and
8 deletions
+16
-8
GameScene.ts
assets/Script/GameScene.ts
+10
-2
index.js
build/web-mobile/assets/main/index.js
+1
-1
index.html
build/web-mobile/index.html
+3
-3
main.js
build/web-mobile/main.js
+2
-2
No files found.
assets/Script/GameScene.ts
View file @
2f9e4436
...
...
@@ -78,8 +78,16 @@ export default class GameScene extends cc.Component {
cc
.
find
(
'guideWrp'
,
this
.
node
).
active
=
true
const
blocks
=
[
0
,
10
,
20
,
30
,
40
,
50
,
60
,
70
,
80
,
95
,
96
,
97
,
98
,
99
]
this
.
setDefaultBlock
(
blocks
)
const
blockManager
=
this
.
allBlcokManagerNode
[
0
].
getComponent
(
'blockManager'
)
blockManager
.
refreshMiniBlock
(
false
,
Config
.
guideBlockMatrix
)
this
.
allBlcokManagerNode
.
forEach
((
node
,
i
)
=>
{
const
blockManager
=
node
.
getComponent
(
'blockManager'
)
if
(
i
==
0
){
blockManager
.
refreshMiniBlock
(
false
,
Config
.
guideBlockMatrix
)
}
else
{
blockManager
.
setNodeState
(
1
)
}
})
}
/** 添加节点的事件 */
...
...
build/web-mobile/assets/main/index.js
View file @
2f9e4436
window
.
__require
=
function
t
(
e
,
o
,
n
){
function
i
(
c
,
a
){
if
(
!
o
[
c
]){
if
(
!
e
[
c
]){
var
s
=
c
.
split
(
"/"
);
if
(
s
=
s
[
s
.
length
-
1
],
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e
[
s
]){
var
l
=
"function"
==
typeof
__require
&&
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;
if
(
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&&
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)
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);
if
(
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)
return
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0
);
throw
new
Error
(
"Cannot find module '"
+
c
+
"'"
)}
c
=
s
}
var
u
=
o
[
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]
=
{
exports
:{}};
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call
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){
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1
][
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]
||
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)},
u
,
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.
exports
,
t
,
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,
o
,
n
)}
return
o
[
c
].
exports
}
for
(
var
r
=
"function"
==
typeof
__require
&&
__require
,
c
=
0
;
c
<
n
.
length
;
c
++
)
i
(
n
[
c
]);
return
i
}({
BitText
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"bd5deybNDBOc5i/9P2WUtAA"
,
"BitText"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
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constructor
=
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}
n
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),
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===
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(
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):(
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prototype
,
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)}),
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=
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&&
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||
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,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
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c
=
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<
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?
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:
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):
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;
if
(
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==
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&&
"function"
==
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.
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=
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.
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(
t
,
e
,
o
,
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);
else
for
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=
t
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length
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return
r
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&&
c
&&
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.
defineProperty
(
e
,
o
,
c
),
c
};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
c
=
cc
.
_decorator
.
menu
,
a
=
cc
.
_decorator
,
s
=
a
.
ccclass
,
l
=
a
.
property
,
u
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
_gap
=
0
,
e
.
_text
=
""
,
e
.
texture
=
null
,
e
}
return
i
(
e
,
t
),
Object
.
defineProperty
(
e
.
prototype
,
"w"
,{
get
:
function
(){
return
this
.
_w
},
set
:
function
(
t
){
this
.
_w
=
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"gap"
,{
get
:
function
(){
return
this
.
_gap
},
set
:
function
(
t
){
this
.
_gap
=
t
,
this
.
permutation
()},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"text"
,{
get
:
function
(){
return
this
.
_text
},
set
:
function
(
t
){
var
e
=
this
;
this
.
_text
=
t
,
this
.
node
.
destroyAllChildren
(),
this
.
node
.
removeAllChildren
(),
t
.
split
(
""
).
forEach
(
function
(
t
){
var
o
=
e
.
atlas
.
getChildByName
(
t
);
if
(
!
o
)
return
console
.
warn
(
"
\
u6ca1
\
u914d
\
u7f6e "
+
t
+
"
\
u8fd9
\
u4e2a
\
u5b57
\
u7b26"
);
var
n
=
cc
.
instantiate
(
o
);
n
.
anchorX
=
0
,
e
.
node
.
addChild
(
n
)}),
this
.
permutation
()},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
this
.
atlas
=
cc
.
instantiate
(
this
.
texture
)},
e
.
prototype
.
start
=
function
(){},
e
.
prototype
.
permutation
=
function
(){
var
t
=
this
.
gap
,
e
=
0
;
this
.
node
.
children
.
forEach
(
function
(
o
){
o
.
anchorX
=
0
,
o
.
x
=
e
,
e
+=
o
.
width
+
t
}),
this
.
w
=
e
;
var
o
=
e
/
2
;
this
.
node
.
children
.
forEach
(
function
(
t
){
return
t
.
x
-=
o
})},
r
([
l
],
e
.
prototype
,
"_gap"
,
void
0
),
r
([
l
],
e
.
prototype
,
"gap"
,
null
),
r
([
l
],
e
.
prototype
,
"_text"
,
void
0
),
r
([
l
],
e
.
prototype
,
"text"
,
null
),
r
([
l
(
cc
.
Prefab
)],
e
.
prototype
,
"texture"
,
void
0
),
r
([
s
,
c
(
"
\
u81ea
\
u5b9a
\
u4e49
\
u7ec4
\
u4ef6/
\
u4f4d
\
u56fe
\
u5b57"
)],
e
)}(
cc
.
Component
);
o
.
default
=
u
,
cc
.
_RF
.
pop
()},{}],
FitSprite
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"55f2b6YY2VNsp2pvVM/3ZOl"
,
"FitSprite"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
this
.
constructor
=
t
}
n
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
o
.
prototype
=
e
.
prototype
,
new
o
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
n
?
n
=
Object
.
getOwnPropertyDescriptor
(
e
,
o
):
n
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
o
,
n
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
o
,
c
):
i
(
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,
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))
||
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);
return
r
>
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&&
c
&&
Object
.
defineProperty
(
e
,
o
,
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),
c
};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
FitSpriteType
=
void
0
;
var
c
,
a
=
cc
.
_decorator
.
ccclass
,
s
=
cc
.
_decorator
.
property
,
l
=
cc
.
_decorator
.
menu
;(
function
(
t
){
t
[
t
.
Horizontal
=
0
]
=
"Horizontal"
,
t
[
t
.
Vertical
=
1
]
=
"Vertical"
})(
c
=
o
.
FitSpriteType
||
(
o
.
FitSpriteType
=
{}));
var
u
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
_fitSpriteType
=
c
.
Vertical
,
e
.
maxWidth
=
0
,
e
.
maxHeight
=
0
,
e
}
return
i
(
e
,
t
),
Object
.
defineProperty
(
e
.
prototype
,
"fitSpriteType"
,{
get
:
function
(){
return
this
.
_fitSpriteType
},
set
:
function
(
t
){
this
.
_fitSpriteType
=
t
,
this
.
updateSpriteSize
()},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
this
.
node
.
on
(
cc
.
Node
.
EventType
.
SIZE_CHANGED
,
this
.
updateSpriteSize
,
this
)},
e
.
prototype
.
setTexture
=
function
(
t
){
this
.
node
.
getComponent
(
cc
.
Sprite
).
spriteFrame
=
t
,
this
.
updateSpriteSize
()},
e
.
prototype
.
updateSpriteSize
=
function
(){
var
t
=
this
.
node
.
getComponent
(
cc
.
Sprite
).
spriteFrame
.
getTexture
();
this
.
fitSpriteType
===
c
.
Horizontal
?(
this
.
node
.
height
=
t
.
height
/
t
.
width
*
this
.
maxWidth
,
this
.
node
.
width
=
this
.
maxWidth
):(
this
.
node
.
width
=
t
.
width
/
t
.
height
*
this
.
maxHeight
,
this
.
node
.
height
=
this
.
maxHeight
)},
r
([
s
({
type
:
cc
.
Enum
(
c
),
tooltip
:
"
\
u7c7b
\
u578b"
})],
e
.
prototype
,
"_fitSpriteType"
,
void
0
),
r
([
s
(
"
\
u6700
\
u5927
\
u5bbd
\
u5ea6"
)],
e
.
prototype
,
"maxWidth"
,
void
0
),
r
([
s
(
"
\
u6700
\
u5927
\
u9ad8
\
u5ea6"
)],
e
.
prototype
,
"maxHeight"
,
void
0
),
r
([
s
({
type
:
cc
.
Enum
(
c
),
tooltip
:
"
\
u7c7b
\
u578b"
})],
e
.
prototype
,
"fitSpriteType"
,
null
),
r
([
a
,
l
(
"
\
u6e32
\
u67d3
\
u7ec4
\
u4ef6/FitSprite"
)],
e
)}(
cc
.
Component
);
o
.
default
=
u
,
cc
.
_RF
.
pop
()},{}],
GameConfig
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"2197dXlmixCibGa45Vyz3hP"
,
"GameConfig"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
BLOCK_STATE
=
o
.
Config
=
o
.
CUSTOM_EVENT
=
void
0
,
o
.
CUSTOM_EVENT
=
{
GAME_OVER
:
"GAME_OVER"
,
NEXT_LEVEL
:
"NEXT_LEVEL"
,
PASS_LEVEL
:
"PASS_LEVEL"
,
GAME_START
:
"GAME_START"
,
GAME_INIT
:
"GAME_INIT"
,
GAME_DESTROY
:
"GAME_DESTROY"
,
ADD_SCORE
:
"ADD_SCORE"
,
SET_BLOCK
:
"SET_BLOCK"
,
CHECK_IS_SET
:
"CHECK_IS_SET"
,
START_GUIDE
:
"START_GUIDE"
},
o
.
Config
=
{
maxRow
:
10
,
maxCol
:
10
,
miniBlockColor
:
"#58D9B3"
,
miniBlockDisabledColor
:
"#A0CDC0"
,
defaultColor
:
"#8FBABA"
,
blockAniDelay
:
35
,
blockMaxOffset
:
58
,
miniBlockOffset
:
2
,
miniBlockW
:
33.5
,
miniBlockMatrix
:[[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
1
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
1
,
0
,
0
,
0
],[
0
,
1
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
0
,
0
,
0
],[
0
,
1
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
1
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
1
,
1
,
1
,
1
,
1
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
]]],
guideBlockMatrix
:[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
1
,
1
,
1
,
1
,
1
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]]},
function
(
t
){
t
[
t
.
EMPTY
=
0
]
=
"EMPTY"
,
t
[
t
.
NON_EMPTY
=
1
]
=
"NON_EMPTY"
}(
o
.
BLOCK_STATE
||
(
o
.
BLOCK_STATE
=
{})),
cc
.
_RF
.
pop
()},{}],
GameScene
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"5798dhpwtNHQq2OXS4At/jG"
,
"GameScene"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
this
.
constructor
=
t
}
n
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
o
.
prototype
=
e
.
prototype
,
new
o
)}),
r
=
this
&&
this
.
__assign
||
function
(){
return
(
r
=
Object
.
assign
||
function
(
t
){
for
(
var
e
,
o
=
1
,
n
=
arguments
.
length
;
o
<
n
;
o
++
)
for
(
var
i
in
e
=
arguments
[
o
])
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
i
)
&&
(
t
[
i
]
=
e
[
i
]);
return
t
}).
apply
(
this
,
arguments
)},
c
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
n
?
n
=
Object
.
getOwnPropertyDescriptor
(
e
,
o
):
n
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
o
,
n
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
o
,
c
):
i
(
e
,
o
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
o
,
c
),
c
};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
a
=
t
(
"./Config/GameConfig"
),
s
=
t
(
"./exportEvent"
),
l
=
t
(
"./utils"
),
u
=
cc
.
_decorator
,
p
=
u
.
ccclass
,
h
=
u
.
property
,
f
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
defaultBlock
=
null
,
e
.
gameConfig
=
r
({},
a
.
Config
),
e
.
blockMatrix
=
null
,
e
.
score
=
0
,
e
.
setBlockNum
=
0
,
e
.
isGuide
=!
1
,
e
.
allBlcokManagerNode
=
[],
e
}
return
i
(
e
,
t
),
e
.
prototype
.
onLoad
=
function
(){},
e
.
prototype
.
start
=
function
(){
var
t
=
this
;
this
.
blockMatrix
=
cc
.
find
(
"blockMatrix"
,
this
.
node
);
var
e
=
this
.
gameConfig
;
e
.
maxRow
,
e
.
maxCol
,
this
.
allBlcokManagerNode
=
[
"miniBlockWrpLeft"
,
"miniBlockWrpMid"
,
"miniBlockWrpRight"
].
map
(
function
(
e
){
return
cc
.
find
(
e
,
t
.
node
)}),
cc
.
find
(
"guideWrp"
,
this
.
node
).
active
=!
1
,
this
.
setDefaultBlock
([]),
this
.
addNodeEvent
()},
e
.
prototype
.
setDefaultBlock
=
function
(
t
){
void
0
===
t
&&
(
t
=
[]),
t
=
Array
.
isArray
(
t
)?
t
:[];
var
e
=
this
.
gameConfig
,
o
=
e
.
maxRow
,
n
=
e
.
maxCol
,
i
=
this
.
blockMatrix
;
i
.
removeAllChildren
();
for
(
var
r
=
0
;
r
<
o
;
r
++
)
for
(
var
c
=
0
;
c
<
n
;
c
++
){
var
s
=
cc
.
instantiate
(
this
.
defaultBlock
),
l
=
s
.
getComponent
(
"block"
);
l
.
changeBlockState
(
a
.
BLOCK_STATE
.
EMPTY
),
t
.
includes
(
o
*
r
+
c
)
&&
l
.
changeBlockState
(
a
.
BLOCK_STATE
.
NON_EMPTY
),
s
.
setParent
(
i
)}},
e
.
prototype
.
startGuide
=
function
(){
this
.
isGuide
=!
0
,
cc
.
find
(
"guideWrp"
,
this
.
node
).
active
=!
0
,
this
.
setDefaultBlock
([
0
,
10
,
20
,
30
,
40
,
50
,
60
,
70
,
80
,
95
,
96
,
97
,
98
,
99
]),
this
.
allBlcokManagerNode
[
0
].
getComponent
(
"blockManager"
).
refreshMiniBlock
(
!
1
,
a
.
Config
.
guideBlockMatrix
)},
e
.
prototype
.
addNodeEvent
=
function
(){
var
t
,
e
=
this
;
this
.
node
.
on
(
a
.
CUSTOM_EVENT
.
ADD_SCORE
,
this
.
addScore
,
this
),
this
.
node
.
on
(
a
.
CUSTOM_EVENT
.
SET_BLOCK
,
this
.
setBlockEventCb
,
this
),
this
.
node
.
on
(
a
.
CUSTOM_EVENT
.
CHECK_IS_SET
,
this
.
checkIsSetBlock
,
this
),
s
.
default
.
on
(
a
.
CUSTOM_EVENT
.
NEXT_LEVEL
,
this
.
nextLevel
,
this
),
s
.
default
.
on
(
a
.
CUSTOM_EVENT
.
START_GUIDE
,
this
.
startGuide
,
this
),
s
.
default
.
on
(
a
.
CUSTOM_EVENT
.
GAME_INIT
,
function
(
t
){
var
o
=
t
.
detail
,
n
=
void
0
===
o
?{}:
o
;
e
.
resetConfig
(
n
)},
this
),
s
.
default
.
on
(
a
.
CUSTOM_EVENT
.
GAME_DESTROY
,
function
(){
e
.
node
.
destroy
()},
this
);
var
o
=
null
===
(
t
=
null
===
window
||
void
0
===
window
?
void
0
:
window
.
location
)
||
void
0
===
t
?
void
0
:
t
.
href
,
n
=
l
.
getUrlParam
(
"testPanel"
),
i
=
cc
.
find
(
"test"
,
this
.
node
);
if
(
i
.
active
=
n
,
n
&&
((
null
==
o
?
void
0
:
o
.
includes
(
"duibadev"
))
||
(
null
==
o
?
void
0
:
o
.
includes
(
"duibatest"
)))
||
o
.
includes
(
"localhost"
)){
var
r
=
{
refreshProp
:
"refreshStageProps"
,
start
:
"startGuide"
,
init
:
"testInit"
,
clear
:
"setDefaultBlock"
,
radom
:
"testRadom"
};
i
.
children
.
forEach
(
function
(
t
){
var
o
=
null
==
e
?
void
0
:
e
[
r
[
t
.
name
]];
t
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
o
,
e
)})}},
e
.
prototype
.
testRadom
=
function
(){
for
(
var
t
=
this
.
gameConfig
,
e
=
t
.
maxCol
,
o
=
t
.
maxRow
,
n
=
[],
i
=
function
(
t
){
n
.
push
.
apply
(
n
,
Array
(
6
).
fill
(
""
).
map
(
function
(
e
,
n
){
return
n
+
1
+
(
t
+
1
)
*
o
}))},
r
=
0
;
r
<
e
-
2
;
r
++
)
i
(
r
);
this
.
setDefaultBlock
(
n
)},
e
.
prototype
.
testStartGame
=
function
(){
console
.
log
(
"
\
u6d4b
\
u8bd5"
),
s
.
default
.
fire
(
a
.
CUSTOM_EVENT
.
GAME_START
)},
e
.
prototype
.
testInit
=
function
(){
console
.
log
(
"
\
u6d4b
\
u8bd5
\
u521d
\
u59cb
\
u5316"
),
s
.
default
.
fire
(
a
.
CUSTOM_EVENT
.
GAME_INIT
,{})},
e
.
prototype
.
addScore
=
function
(){
this
.
score
+=
1
,
this
.
setLable
(
"score"
,
this
.
score
)},
e
.
prototype
.
startGame
=
function
(
t
){
t
.
detail
,
this
.
startGuide
()},
e
.
prototype
.
resetConfig
=
function
(
t
){
void
0
===
t
&&
(
t
=
{}),
this
.
gameConfig
=
r
(
r
({},
a
.
Config
),
t
),
this
.
score
=
0
,
this
.
setBlockNum
=
0
,
this
.
setLable
(
"score"
,
0
),
this
.
setLable
(
"bestScore"
,
"
\
u5386
\
u53f2
\
u6700
\
u9ad8
\
u5206
\
uff1a"
+
(
t
.
bestScore
||
0
)),
this
.
setLable
(
"goldCoin"
,(
t
.
goldCoin
||
0
)
+
""
),
this
.
setDefaultBlock
()},
e
.
prototype
.
gameOver
=
function
(){
this
.
isGameOver
=!
0
,
console
.
log
(
"gameOver"
),
s
.
default
.
fire
(
a
.
CUSTOM_EVENT
.
GAME_OVER
,{
score
:
this
.
score
})},
e
.
prototype
.
setLable
=
function
(
t
,
e
){
cc
.
find
(
t
,
this
.
node
).
getComponent
(
cc
.
Label
).
string
=
e
+
""
},
e
.
prototype
.
onDestroy
=
function
(){
this
.
unschedule
(
this
.
startCd
)},
e
.
prototype
.
setBlockEventCb
=
function
(){
this
.
checkIsSetBlock
(),
this
.
setBlockNum
++
,
this
.
setBlockNum
>=
3
&&
this
.
refreshStageProps
(),
this
.
isCheckGameOver
(),
this
.
isGuide
&&
(
this
.
setBlockNum
--
,
this
.
isGuide
=!
1
,
cc
.
find
(
"guideWrp/guide1"
,
this
.
node
).
active
=!
1
,
this
.
allBlcokManagerNode
[
0
].
getComponent
(
"blockManager"
).
refreshMiniBlock
(
!
0
))},
e
.
prototype
.
isCheckGameOver
=
function
(){
0
===
this
.
allBlcokManagerNode
.
filter
(
function
(
t
){
var
e
=
t
.
getComponent
(
"blockManager"
);
return
!
(
e
.
isDisabled
||
0
===
e
.
miniBlockKey
.
length
)}).
length
&&
this
.
gameOver
()},
e
.
prototype
.
checkIsSetBlock
=
function
(){
this
.
allBlcokManagerNode
.
filter
(
function
(
t
){
t
.
getComponent
(
"blockManager"
).
checkIsSetBlock
()})},
e
.
prototype
.
refreshStageProps
=
function
(){
this
.
setBlockNum
=
0
,
this
.
allBlcokManagerNode
.
filter
(
function
(
t
){
t
.
getComponent
(
"blockManager"
).
refreshMiniBlock
(
!
0
)})},
e
.
prototype
.
update
=
function
(){
!
this
.
isGameOver
&&
this
.
isStartGame
},
c
([
h
(
cc
.
Prefab
)],
e
.
prototype
,
"defaultBlock"
,
void
0
),
c
([
p
],
e
)}(
cc
.
Component
);
o
.
default
=
f
,
cc
.
_RF
.
pop
()},{
"./Config/GameConfig"
:
"GameConfig"
,
"./exportEvent"
:
"exportEvent"
,
"./utils"
:
"utils"
}],
ImgFixedSize
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"3ea067CJuhGxJmUsuZZ1Xje"
,
"ImgFixedSize"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
this
.
constructor
=
t
}
n
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
o
.
prototype
=
e
.
prototype
,
new
o
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
n
?
n
=
Object
.
getOwnPropertyDescriptor
(
e
,
o
):
n
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
o
,
n
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
o
,
c
):
i
(
e
,
o
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
o
,
c
),
c
};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
c
=
cc
.
_decorator
,
a
=
c
.
ccclass
,
s
=
c
.
property
,
l
=
c
.
menu
,
u
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
_fixedSize
=
1
,
e
}
return
i
(
e
,
t
),
Object
.
defineProperty
(
e
.
prototype
,
"fixedSize"
,{
get
:
function
(){
return
this
.
_fixedSize
},
set
:
function
(
t
){
this
.
_fixedSize
=
t
,
this
.
onSizeChanged
()},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
this
.
_fixedSize
=
this
.
fixedSize
,
this
.
node
.
on
(
cc
.
Node
.
EventType
.
SIZE_CHANGED
,
this
.
onSizeChanged
,
this
),
this
.
onSizeChanged
()},
e
.
prototype
.
onSizeChanged
=
function
(){
var
t
=
this
.
node
.
width
,
e
=
this
.
node
.
height
,
o
=
Math
.
max
(
t
,
e
);
this
.
node
.
scale
=
this
.
fixedSize
/
o
},
r
([
s
({
type
:
cc
.
Integer
,
tooltip
:
"
\
u56fa
\
u5b9a
\
u5c3a
\
u5bf8"
})],
e
.
prototype
,
"fixedSize"
,
null
),
r
([
s
({
type
:
cc
.
Integer
,
tooltip
:
"
\
u56fa
\
u5b9a
\
u5c3a
\
u5bf8"
})],
e
.
prototype
,
"_fixedSize"
,
void
0
),
r
([
a
,
l
(
"framework/ImgFixedSize"
)],
e
)}(
cc
.
Component
);
o
.
default
=
u
,
cc
.
_RF
.
pop
()},{}],
Matrix
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"ac135di5uZFfaPtJI9vcajQ"
,
"Matrix"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
Matrix
=
void
0
;
var
n
=
Math
.
PI
,
i
=
n
>>
1
,
r
=
n
+
i
,
c
=
n
/
180
,
a
=
180
/
n
;
function
s
(
t
){
switch
(
t
){
case
i
:
case
-
r
:
return
0
;
case
n
:
case
-
n
:
return
-
1
;
case
r
:
case
-
i
:
return
0
;
default
:
return
Math
.
cos
(
t
)}}
function
l
(
t
){
switch
(
t
){
case
i
:
case
-
r
:
return
1
;
case
n
:
case
-
n
:
return
0
;
case
r
:
case
-
i
:
return
-
1
;
default
:
return
Math
.
sin
(
t
)}}
var
u
=
function
(){
function
t
(
t
,
e
,
o
,
n
,
i
,
r
){
void
0
===
t
&&
(
t
=
1
),
void
0
===
e
&&
(
e
=
0
),
void
0
===
o
&&
(
o
=
0
),
void
0
===
n
&&
(
n
=
1
),
void
0
===
i
&&
(
i
=
0
),
void
0
===
r
&&
(
r
=
0
),
this
.
a
=
1
,
this
.
b
=
0
,
this
.
c
=
0
,
this
.
d
=
1
,
this
.
tx
=
0
,
this
.
ty
=
0
,
this
.
array
=
null
,
this
.
prepend
=
function
(
t
){
var
e
=
this
,
o
=
t
.
a
,
n
=
t
.
b
,
i
=
t
.
c
,
r
=
t
.
d
,
c
=
t
.
tx
,
a
=
t
.
ty
,
s
=
e
.
a
,
l
=
e
.
c
,
u
=
e
.
tx
;
return
e
.
a
=
o
*
s
+
i
*
e
.
b
,
e
.
b
=
n
*
s
+
r
*
e
.
b
,
e
.
c
=
o
*
l
+
i
*
e
.
d
,
e
.
d
=
n
*
l
+
r
*
e
.
d
,
e
.
tx
=
o
*
u
+
i
*
e
.
ty
+
c
,
e
.
ty
=
n
*
u
+
r
*
e
.
ty
+
a
,
this
};
var
c
=
this
;
c
.
a
=
t
,
c
.
b
=
e
,
c
.
c
=
o
,
c
.
d
=
n
,
c
.
tx
=
i
,
c
.
ty
=
r
}
return
t
.
prototype
.
clone
=
function
(){
var
e
=
this
;
return
new
t
(
e
.
a
,
e
.
b
,
e
.
c
,
e
.
d
,
e
.
tx
,
e
.
ty
)},
t
.
prototype
.
copy
=
function
(
t
){
return
this
.
a
=
t
.
a
,
this
.
b
=
t
.
b
,
this
.
c
=
t
.
c
,
this
.
d
=
t
.
d
,
this
.
tx
=
t
.
tx
,
this
.
ty
=
t
.
ty
,
this
},
t
.
prototype
.
transformVec2
=
function
(
t
,
e
,
o
){
void
0
===
o
&&
(
o
=
null
);
var
n
=
this
;
return
o
||
(
o
=
new
cc
.
Vec2
),
o
.
x
=
t
*
n
.
a
+
e
*
n
.
c
+
n
.
tx
,
o
.
y
=
t
*
n
.
b
+
e
*
n
.
d
+
n
.
ty
,
o
},
t
.
prototype
.
transformVec2Inverse
=
function
(
t
,
e
,
o
){
void
0
===
o
&&
(
o
=
null
),
o
||
(
o
=
new
cc
.
Vec2
);
var
n
=
1
/
(
this
.
a
*
this
.
d
+
this
.
c
*-
this
.
b
);
return
o
.
x
=
this
.
d
*
n
*
t
+-
this
.
c
*
n
*
e
+
(
this
.
ty
*
this
.
c
-
this
.
tx
*
this
.
d
)
*
n
,
o
.
y
=
this
.
a
*
n
*
e
+-
this
.
b
*
n
*
t
+
(
-
this
.
ty
*
this
.
a
+
this
.
tx
*
this
.
b
)
*
n
,
o
},
t
.
prototype
.
setFrom
=
function
(
t
){
var
e
=
this
;
e
.
a
=
t
.
a
,
e
.
b
=
t
.
b
,
e
.
c
=
t
.
c
,
e
.
d
=
t
.
d
,
e
.
tx
=
t
.
tx
,
e
.
ty
=
t
.
ty
},
t
.
prototype
.
identity
=
function
(){
var
t
=
this
;
t
.
a
=
t
.
d
=
1
,
t
.
b
=
t
.
c
=
t
.
tx
=
t
.
ty
=
0
},
t
.
prototype
.
invert
=
function
(){
var
t
=
this
,
e
=
t
.
a
,
o
=
t
.
b
,
n
=
t
.
c
,
i
=
t
.
d
,
r
=
t
.
tx
,
c
=
t
.
ty
;
if
(
0
==
o
&&
0
==
n
)
return
0
==
e
||
0
==
i
?
t
.
a
=
t
.
d
=
t
.
tx
=
t
.
ty
=
0
:(
e
=
t
.
a
=
1
/
e
,
i
=
t
.
d
=
1
/
i
,
t
.
tx
=-
e
*
r
,
t
.
ty
=-
i
*
c
),
t
;
var
a
=
e
*
i
-
o
*
n
;
if
(
0
==
a
)
return
t
.
identity
(),
t
;
a
=
1
/
a
;
var
s
=
t
.
a
=
i
*
a
;
return
o
=
t
.
b
=-
o
*
a
,
n
=
t
.
c
=-
n
*
a
,
i
=
t
.
d
=
e
*
a
,
t
.
tx
=-
(
s
*
r
+
n
*
c
),
t
.
ty
=-
(
o
*
r
+
i
*
c
),
t
},
t
.
prototype
.
createBox
=
function
(
t
,
e
,
o
,
n
,
i
,
r
,
a
,
u
,
p
){
var
h
=
this
;
if
(
0
!=
i
?
r
=
a
=
i
%
360
:(
r
%=
360
,
a
%=
360
),
0
==
r
&&
0
==
a
)
h
.
a
=
o
,
h
.
b
=
h
.
c
=
0
,
h
.
d
=
n
;
else
{
a
*=
c
;
var
f
=
s
(
r
*=
c
),
d
=
l
(
r
);
r
==
a
?(
h
.
a
=
f
*
o
,
h
.
b
=
d
*
o
):(
h
.
a
=
s
(
a
)
*
o
,
h
.
b
=
l
(
a
)
*
o
),
h
.
c
=-
d
*
n
,
h
.
d
=
f
*
n
}
h
.
tx
=
t
+
u
-
(
u
*
h
.
a
+
p
*
h
.
c
),
h
.
ty
=
e
+
p
-
(
u
*
h
.
b
+
p
*
h
.
d
)},
t
.
prototype
.
append
=
function
(
t
){
var
e
=
this
.
a
,
o
=
this
.
b
,
n
=
this
.
c
,
i
=
this
.
d
;
this
.
a
=
t
.
a
*
e
+
t
.
b
*
n
,
this
.
b
=
t
.
a
*
o
+
t
.
b
*
i
,
this
.
c
=
t
.
c
*
e
+
t
.
d
*
n
,
this
.
d
=
t
.
c
*
o
+
t
.
d
*
i
,
this
.
tx
=
t
.
tx
*
e
+
t
.
ty
*
n
+
this
.
tx
,
this
.
ty
=
t
.
tx
*
o
+
t
.
ty
*
i
+
this
.
ty
},
t
.
isEqual
=
function
(
t
,
e
){
return
t
.
tx
==
e
.
tx
&&
t
.
ty
==
e
.
ty
&&
t
.
a
==
e
.
a
&&
t
.
b
==
e
.
b
&&
t
.
c
==
e
.
c
&&
t
.
d
==
e
.
d
},
t
.
prototype
.
concat
=
function
(
t
){
var
e
=
this
,
o
=
e
.
a
,
n
=
e
.
b
,
i
=
e
.
c
,
r
=
e
.
d
,
c
=
e
.
tx
,
a
=
e
.
ty
,
s
=
t
.
a
,
l
=
t
.
b
,
u
=
t
.
c
,
p
=
t
.
d
,
h
=
t
.
tx
,
f
=
t
.
ty
;
e
.
a
=
o
*
s
+
n
*
u
,
e
.
b
=
o
*
l
+
n
*
p
,
e
.
c
=
i
*
s
+
r
*
u
,
e
.
d
=
i
*
l
+
r
*
p
,
e
.
tx
=
c
*
s
+
a
*
u
+
h
,
e
.
ty
=
c
*
l
+
a
*
p
+
f
},
t
.
prototype
.
rotate
=
function
(
t
){
var
e
=
this
,
o
=
Math
.
sin
(
t
),
n
=
Math
.
cos
(
t
),
i
=
e
.
a
,
r
=
e
.
b
,
c
=
e
.
c
,
a
=
e
.
d
,
s
=
e
.
tx
,
l
=
e
.
ty
;
e
.
a
=
i
*
n
-
r
*
o
,
e
.
b
=
i
*
o
+
r
*
n
,
e
.
c
=
c
*
n
-
a
*
o
,
e
.
d
=
c
*
o
+
a
*
n
,
e
.
tx
=
s
*
n
-
l
*
o
,
e
.
ty
=
s
*
o
+
l
*
n
},
t
.
prototype
.
scale
=
function
(
t
,
e
){
var
o
=
this
;
o
.
a
*=
t
,
o
.
d
*=
e
,
o
.
c
*=
t
,
o
.
b
*=
e
,
o
.
tx
*=
t
,
o
.
ty
*=
e
},
t
.
prototype
.
translate
=
function
(
t
,
e
){
this
.
tx
+=
t
,
this
.
ty
+=
e
},
t
.
prototype
.
set
=
function
(
t
,
e
,
o
,
n
,
i
,
r
){
return
this
.
a
=
t
,
this
.
b
=
e
,
this
.
c
=
o
,
this
.
d
=
n
,
this
.
tx
=
i
,
this
.
ty
=
r
,
this
},
t
.
prototype
.
getRotation
=
function
(){
return
Math
.
round
(
Math
.
atan2
(
this
.
b
,
this
.
a
)
*
a
)},
t
.
prototype
.
toArray
=
function
(
t
,
e
){
void
0
===
t
&&
(
t
=!
1
),
this
.
array
||
(
this
.
array
=
new
Float32Array
(
9
));
var
o
=
e
||
this
.
array
;
return
t
?(
o
[
0
]
=
this
.
a
,
o
[
1
]
=
this
.
b
,
o
[
2
]
=
0
,
o
[
3
]
=
this
.
c
,
o
[
4
]
=
this
.
d
,
o
[
5
]
=
0
,
o
[
6
]
=
this
.
tx
,
o
[
7
]
=
this
.
ty
,
o
[
8
]
=
1
):(
o
[
0
]
=
this
.
a
,
o
[
1
]
=
this
.
c
,
o
[
2
]
=
this
.
tx
,
o
[
3
]
=
this
.
b
,
o
[
4
]
=
this
.
d
,
o
[
5
]
=
this
.
ty
,
o
[
6
]
=
0
,
o
[
7
]
=
0
,
o
[
8
]
=
1
),
o
},
t
.
prototype
.
decompose
=
function
(){
var
t
=
{
rotation
:
0
,
skew
:
cc
.
v2
(),
scale
:
cc
.
v2
(),
position
:
cc
.
v2
()},
e
=
this
.
a
,
o
=
this
.
b
,
n
=
this
.
c
,
i
=
this
.
d
,
r
=-
Math
.
atan2
(
-
n
,
i
),
c
=
Math
.
atan2
(
o
,
e
),
a
=
Math
.
abs
(
r
+
c
);
return
a
<
1
e
-
5
||
Math
.
abs
(
2
*
Math
.
PI
-
a
)
<
1
e
-
5
?(
t
.
rotation
=
c
,
e
<
0
&&
i
>=
0
&&
(
t
.
rotation
+=
t
.
rotation
<=
0
?
Math
.
PI
:
-
Math
.
PI
),
t
.
skew
.
x
=
t
.
skew
.
y
=
0
):(
t
.
rotation
=
0
,
t
.
skew
.
x
=
r
,
t
.
skew
.
y
=
c
),
t
.
scale
.
x
=
Math
.
sqrt
(
e
*
e
+
o
*
o
),
t
.
scale
.
y
=
Math
.
sqrt
(
n
*
n
+
i
*
i
),
t
.
position
.
x
=
this
.
tx
,
t
.
position
.
y
=
this
.
ty
,
t
},
Object
.
defineProperty
(
t
,
"IDENTITY"
,{
get
:
function
(){
return
new
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
t
,
"TEMP_MATRIX"
,{
get
:
function
(){
return
new
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
t
.
prototype
.
destroy
=
function
(){},
t
}();
o
.
Matrix
=
u
,
cc
.
_RF
.
pop
()},{}],
SvgaEvent
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"07040GmslJHs7J1pUxL6Kr7"
,
"SvgaEvent"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
SvgaEvent
=
void
0
,(
o
.
SvgaEvent
||
(
o
.
SvgaEvent
=
{})).
END_FRAME
=
"end_frame"
,
cc
.
_RF
.
pop
()},{}],
SvgaTrack
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"5eefe9b92lAU4GY+nBw9mG4"
,
"SvgaTrack"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
SvgaTrack
=
void
0
;
var
n
=
function
(){
function
t
(
t
,
e
){
this
.
node
=
t
,
this
.
frames
=
e
}
return
t
.
prototype
.
setValue
=
function
(
t
){
var
e
=
this
.
node
,
o
=
this
.
frames
,
n
=
o
[
t
=
Math
.
round
(
cc
.
misc
.
clampf
(
t
,
0
,
o
.
length
-
1
))],
i
=
n
.
alpha
,
r
=
n
.
transform
;
if
(
n
.
maskPath
,
i
<
.
05
)
e
.
opacity
=
0
;
else
{
e
.
opacity
=
255
*
i
;
var
c
=
r
.
a
,
a
=
r
.
b
,
s
=
r
.
c
,
l
=
r
.
d
,
u
=
r
.
tx
,
p
=
r
.
ty
,
h
=
e
.
_matrix
,
f
=
e
.
_trs
,
d
=
h
.
m
;
d
[
0
]
=
c
,
d
[
1
]
=
a
,
d
[
4
]
=-
s
,
d
[
5
]
=-
l
,
d
[
6
]
=-
d
[
6
],
d
[
7
]
=-
d
[
7
],
f
[
0
]
=
u
,
f
[
1
]
=
p
,
e
.
_renderFlag
|=
cc
.
RenderFlow
.
FLAG_WORLD_TRANSFORM
}},
t
.
prototype
.
resetValue
=
function
(){
this
.
node
.
_renderFlag
&=~
cc
.
RenderFlow
.
FLAG_LOCAL_TRANSFORM
,
this
.
setValue
(
0
)},
t
.
prototype
.
destroy
=
function
(){
this
.
node
=
null
},
t
}();
o
.
SvgaTrack
=
n
,
cc
.
_RF
.
pop
()},{}],
Svga
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"7c5ffhlHDpBpoDQ8wfKN7pu"
,
"Svga"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
this
.
constructor
=
t
}
n
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
o
.
prototype
=
e
.
prototype
,
new
o
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
n
?
n
=
Object
.
getOwnPropertyDescriptor
(
e
,
o
):
n
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
o
,
n
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
o
,
c
):
i
(
e
,
o
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
o
,
c
),
c
},
c
=
this
&&
this
.
__awaiter
||
function
(
t
,
e
,
o
,
n
){
return
new
(
o
||
(
o
=
Promise
))(
function
(
i
,
r
){
function
c
(
t
){
try
{
s
(
n
.
next
(
t
))}
catch
(
e
){
r
(
e
)}}
function
a
(
t
){
try
{
s
(
n
.
throw
(
t
))}
catch
(
e
){
r
(
e
)}}
function
s
(
t
){
var
e
;
t
.
done
?
i
(
t
.
value
):(
e
=
t
.
value
,
e
instanceof
o
?
e
:
new
o
(
function
(
t
){
t
(
e
)})).
then
(
c
,
a
)}
s
((
n
=
n
.
apply
(
t
,
e
||
[])).
next
())})},
a
=
this
&&
this
.
__generator
||
function
(
t
,
e
){
var
o
,
n
,
i
,
r
,
c
=
{
label
:
0
,
sent
:
function
(){
if
(
1
&
i
[
0
])
throw
i
[
1
];
return
i
[
1
]},
trys
:[],
ops
:[]};
return
r
=
{
next
:
a
(
0
),
throw
:
a
(
1
),
return
:
a
(
2
)},
"function"
==
typeof
Symbol
&&
(
r
[
Symbol
.
iterator
]
=
function
(){
return
this
}),
r
;
function
a
(
t
){
return
function
(
e
){
return
s
([
t
,
e
])}}
function
s
(
r
){
if
(
o
)
throw
new
TypeError
(
"Generator is already executing."
);
for
(;
c
;)
try
{
if
(
o
=
1
,
n
&&
(
i
=
2
&
r
[
0
]?
n
.
return
:
r
[
0
]?
n
.
throw
||
((
i
=
n
.
return
)
&&
i
.
call
(
n
),
0
):
n
.
next
)
&&!
(
i
=
i
.
call
(
n
,
r
[
1
])).
done
)
return
i
;
switch
(
n
=
0
,
i
&&
(
r
=
[
2
&
r
[
0
],
i
.
value
]),
r
[
0
]){
case
0
:
case
1
:
i
=
r
;
break
;
case
4
:
return
c
.
label
++
,{
value
:
r
[
1
],
done
:
!
1
};
case
5
:
c
.
label
++
,
n
=
r
[
1
],
r
=
[
0
];
continue
;
case
7
:
r
=
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
;
default
:
if
(
!
(
i
=
(
i
=
c
.
trys
).
length
>
0
&&
i
[
i
.
length
-
1
])
&&
(
6
===
r
[
0
]
||
2
===
r
[
0
])){
c
=
0
;
continue
}
if
(
3
===
r
[
0
]
&&
(
!
i
||
r
[
1
]
>
i
[
0
]
&&
r
[
1
]
<
i
[
3
])){
c
.
label
=
r
[
1
];
break
}
if
(
6
===
r
[
0
]
&&
c
.
label
<
i
[
1
]){
c
.
label
=
i
[
1
],
i
=
r
;
break
}
if
(
i
&&
c
.
label
<
i
[
2
]){
c
.
label
=
i
[
2
],
c
.
ops
.
push
(
r
);
break
}
i
[
2
]
&&
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
}
r
=
e
.
call
(
t
,
c
)}
catch
(
a
){
r
=
[
6
,
a
],
n
=
0
}
finally
{
o
=
i
=
0
}
if
(
5
&
r
[
0
])
throw
r
[
1
];
return
{
value
:
r
[
0
]?
r
[
1
]:
void
0
,
done
:
!
0
}}};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
s
=
t
(
"./SvgaTrack"
),
l
=
cc
.
_decorator
.
executeInEditMode
,
u
=
cc
.
_decorator
.
playOnFocus
,
p
=
t
(
"./SvgaEvent"
),
h
=
t
(
"./loadSvga"
),
f
=
cc
.
_decorator
.
menu
,
d
=
cc
.
_decorator
.
disallowMultiple
,
y
=
cc
.
_decorator
,
v
=
y
.
ccclass
,
g
=
y
.
property
,
_
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
edit_update
=!
1
,
e
.
aniNode
=
null
,
e
.
_svga
=
null
,
e
.
tracks
=
[],
e
.
isPlaying
=!
1
,
e
.
vmData
=
null
,
e
.
autoPlay
=!
0
,
e
.
_loop
=!
1
,
e
.
_totalFrames
=
0
,
e
.
_frameTime
=
0
,
e
.
_fps
=
0
,
e
.
_curTime
=
0
,
e
.
_curFrame
=
0
,
e
}
return
i
(
e
,
t
),
e
.
prototype
.
onFocusInEditor
=
function
(){
this
.
edit_update
=!
0
,
this
.
play
(
0
)},
e
.
prototype
.
onLostFocusInEditor
=
function
(){
this
.
edit_update
=!
1
},
e
.
prototype
.
resetInEditor
=
function
(){
return
c
(
this
,
void
0
,
void
0
,
function
(){
return
a
(
this
,
function
(
t
){
switch
(
t
.
label
){
case
0
:
return
[
4
,
this
.
_load
()];
case
1
:
return
t
.
sent
(),
this
.
edit_update
=!
0
,
this
.
play
(
0
),[
2
]}})})},
e
.
prototype
.
onEnable
=
function
(){
this
.
play
(
0
)},
Object
.
defineProperty
(
e
.
prototype
,
"svga"
,{
get
:
function
(){
return
this
.
_svga
},
set
:
function
(
t
){
var
e
=
this
;
t
!==
this
.
_svga
&&
(
this
.
_svga
=
t
,
this
.
_load
().
then
(
function
(){
e
.
play
(
0
)}))},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
return
c
(
this
,
void
0
,
void
0
,
function
(){
return
a
(
this
,
function
(
t
){
switch
(
t
.
label
){
case
0
:
return
this
.
aniNode
=
this
.
node
.
getChildByName
(
"aniNode"
),
this
.
aniNode
||
(
this
.
aniNode
=
new
cc
.
Node
(
"aniNode"
),
this
.
aniNode
.
scaleY
=-
1
,
this
.
node
.
addChild
(
this
.
aniNode
)),[
4
,
this
.
_load
()];
case
1
:
return
t
.
sent
(),
this
.
autoPlay
&&
this
.
play
(
0
),[
2
]}})})},
e
.
prototype
.
start
=
function
(){},
e
.
prototype
.
play
=
function
(
t
){
void
0
===
t
&&
(
t
=
0
),
this
.
curFrame
=
t
,
this
.
isPlaying
=!
0
},
e
.
prototype
.
stop
=
function
(
t
){
void
0
===
t
&&
(
t
=!
1
),
t
&&
(
this
.
curFrame
=
0
),
this
.
isPlaying
=!
1
},
Object
.
defineProperty
(
e
.
prototype
,
"loop"
,{
get
:
function
(){
return
this
.
_loop
},
set
:
function
(
t
){
this
.
_loop
=
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"totalTime"
,{
get
:
function
(){
return
this
.
_totalFrames
*
(
1
/
this
.
fps
)
||
0
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"totalFrames"
,{
get
:
function
(){
return
this
.
_totalFrames
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"fps"
,{
get
:
function
(){
var
t
;
return
this
.
_fps
||
(
null
===
(
t
=
this
.
vmData
)
||
void
0
===
t
?
void
0
:
t
.
FPS
)
||
0
},
set
:
function
(
t
){
this
.
_fps
=
t
,
this
.
_frameTime
=
1
/
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"curTime"
,{
get
:
function
(){
return
this
.
_curTime
},
set
:
function
(
t
){
this
.
_curTime
=
t
,
this
.
_curFrame
=
t
*
this
.
fps
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"curFrame"
,{
get
:
function
(){
return
this
.
_curFrame
},
set
:
function
(
t
){
this
.
_curFrame
=
t
,
this
.
_curTime
=
t
/
this
.
fps
},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
update
=
function
(
t
){
var
e
=
this
;
this
.
isPlaying
&&
(
this
.
curTime
+=
t
,
this
.
_curFrame
>
this
.
totalFrames
&&
(
this
.
node
.
emit
(
p
.
SvgaEvent
.
END_FRAME
),
this
.
loop
?
this
.
curTime
=
(
this
.
_curFrame
-
this
.
totalFrames
)
*
this
.
_frameTime
:
this
.
stop
(
!
0
)),
this
.
tracks
.
forEach
(
function
(
t
){
t
.
setValue
(
e
.
_curFrame
)}))},
e
.
prototype
.
onDestroy
=
function
(){
for
(
var
t
=
0
;
t
<
this
.
tracks
.
length
;
t
++
)
this
.
tracks
[
t
].
destroy
();
this
.
tracks
=
[]},
e
.
prototype
.
_load
=
function
(){
return
c
(
this
,
void
0
,
void
0
,
function
(){
var
t
=
this
;
return
a
(
this
,
function
(){
return
this
.
svga
?(
this
.
aniNode
.
removeAllChildren
(
!
0
),[
2
,
new
Promise
(
function
(
e
){
return
c
(
t
,
void
0
,
void
0
,
function
(){
var
t
,
o
,
n
,
i
,
r
,
l
,
u
,
p
,
f
,
d
,
y
,
v
,
g
,
_
,
b
,
m
,
S
=
this
;
return
a
(
this
,
function
(
E
){
switch
(
E
.
label
){
case
0
:
return
[
4
,
h
.
loadSvga
(
this
.
svga
)];
case
1
:
for
(
d
in
(
t
=
E
.
sent
()).
textures
=
{},
this
.
vmData
=
t
,
o
=
t
.
FPS
,
n
=
t
.
videoSize
,
i
=
t
.
images
,
r
=
t
.
sprites
,
l
=
t
.
textures
,
u
=
t
.
frames
,
this
.
fps
||
(
this
.
fps
=
o
),
this
.
_totalFrames
=
u
,
this
.
node
.
setContentSize
(
n
.
width
,
n
.
height
),
this
.
aniNode
.
setPosition
(
-
n
.
width
/
2
,
n
.
height
/
2
),
p
=
[],
f
=
function
(
t
){
var
e
=
i
[
t
];
0
!==
e
.
indexOf
(
"iVBO"
)
&&
0
!==
e
.
indexOf
(
"/9j/2w"
)
||
(
e
=
"data:image/png;base64,"
+
e
),
p
.
push
(
new
Promise
(
function
(
o
){
return
c
(
S
,
void
0
,
void
0
,
function
(){
var
n
,
i
;
return
a
(
this
,
function
(
r
){
switch
(
r
.
label
){
case
0
:
return
[
4
,
h
.
createImage
(
e
)];
case
1
:
return
n
=
r
.
sent
(),(
i
=
new
cc
.
Texture2D
).
initWithElement
(
n
),
l
[
t
]
=
new
cc
.
SpriteFrame
(
i
),
o
(),[
2
]}})})}))},
i
)
f
(
d
);
return
[
4
,
Promise
.
all
(
p
)];
case
2
:
for
(
E
.
sent
(),
y
=
0
;
y
<
r
.
length
;
y
++
){
if
(
v
=
r
[
y
],
g
=
v
.
imageKey
,
_
=
v
.
frames
,
!
g
)
return
[
2
];(
b
=
new
cc
.
Node
(
g
)).
setAnchorPoint
(
0
,
1
),
this
.
aniNode
.
addChild
(
b
),
b
.
addComponent
(
cc
.
Sprite
).
spriteFrame
=
l
[
g
],(
m
=
new
s
.
SvgaTrack
(
b
,
_
)).
resetValue
(),
this
.
tracks
.
push
(
m
)}
return
e
(),[
2
]}})})})]):[
2
]})})},
r
([
g
(
cc
.
Asset
)],
e
.
prototype
,
"_svga"
,
void
0
),
r
([
g
(
cc
.
Asset
)],
e
.
prototype
,
"svga"
,
null
),
r
([
g
({
tooltip
:
"
\
u662f
\
u5426
\
u81ea
\
u52a8
\
u64ad
\
u653e"
})],
e
.
prototype
,
"autoPlay"
,
void
0
),
r
([
g
],
e
.
prototype
,
"_loop"
,
void
0
),
r
([
g
({
tooltip
:
"
\
u662f
\
u5426
\
u5faa
\
u73af"
})],
e
.
prototype
,
"loop"
,
null
),
r
([
g
],
e
.
prototype
,
"_fps"
,
void
0
),
r
([
g
],
e
.
prototype
,
"fps"
,
null
),
r
([
v
,
l
,
d
,
u
,
f
(
"
\
u81ea
\
u5b9a
\
u4e49
\
u7ec4
\
u4ef6/Svga"
)],
e
)}(
cc
.
Component
);
o
.
default
=
_
,
cc
.
_RF
.
pop
()},{
"./SvgaEvent"
:
"SvgaEvent"
,
"./SvgaTrack"
:
"SvgaTrack"
,
"./loadSvga"
:
"loadSvga"
}],
blockManager
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"15dc8zLZKZGHoOAWrl8CvIO"
,
"blockManager"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
this
.
constructor
=
t
}
n
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
o
.
prototype
=
e
.
prototype
,
new
o
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
n
?
n
=
Object
.
getOwnPropertyDescriptor
(
e
,
o
):
n
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
o
,
n
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
o
,
c
):
i
(
e
,
o
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
o
,
c
),
c
},
c
=
this
&&
this
.
__awaiter
||
function
(
t
,
e
,
o
,
n
){
return
new
(
o
||
(
o
=
Promise
))(
function
(
i
,
r
){
function
c
(
t
){
try
{
s
(
n
.
next
(
t
))}
catch
(
e
){
r
(
e
)}}
function
a
(
t
){
try
{
s
(
n
.
throw
(
t
))}
catch
(
e
){
r
(
e
)}}
function
s
(
t
){
var
e
;
t
.
done
?
i
(
t
.
value
):(
e
=
t
.
value
,
e
instanceof
o
?
e
:
new
o
(
function
(
t
){
t
(
e
)})).
then
(
c
,
a
)}
s
((
n
=
n
.
apply
(
t
,
e
||
[])).
next
())})},
a
=
this
&&
this
.
__generator
||
function
(
t
,
e
){
var
o
,
n
,
i
,
r
,
c
=
{
label
:
0
,
sent
:
function
(){
if
(
1
&
i
[
0
])
throw
i
[
1
];
return
i
[
1
]},
trys
:[],
ops
:[]};
return
r
=
{
next
:
a
(
0
),
throw
:
a
(
1
),
return
:
a
(
2
)},
"function"
==
typeof
Symbol
&&
(
r
[
Symbol
.
iterator
]
=
function
(){
return
this
}),
r
;
function
a
(
t
){
return
function
(
e
){
return
s
([
t
,
e
])}}
function
s
(
r
){
if
(
o
)
throw
new
TypeError
(
"Generator is already executing."
);
for
(;
c
;)
try
{
if
(
o
=
1
,
n
&&
(
i
=
2
&
r
[
0
]?
n
.
return
:
r
[
0
]?
n
.
throw
||
((
i
=
n
.
return
)
&&
i
.
call
(
n
),
0
):
n
.
next
)
&&!
(
i
=
i
.
call
(
n
,
r
[
1
])).
done
)
return
i
;
switch
(
n
=
0
,
i
&&
(
r
=
[
2
&
r
[
0
],
i
.
value
]),
r
[
0
]){
case
0
:
case
1
:
i
=
r
;
break
;
case
4
:
return
c
.
label
++
,{
value
:
r
[
1
],
done
:
!
1
};
case
5
:
c
.
label
++
,
n
=
r
[
1
],
r
=
[
0
];
continue
;
case
7
:
r
=
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
;
default
:
if
(
!
(
i
=
(
i
=
c
.
trys
).
length
>
0
&&
i
[
i
.
length
-
1
])
&&
(
6
===
r
[
0
]
||
2
===
r
[
0
])){
c
=
0
;
continue
}
if
(
3
===
r
[
0
]
&&
(
!
i
||
r
[
1
]
>
i
[
0
]
&&
r
[
1
]
<
i
[
3
])){
c
.
label
=
r
[
1
];
break
}
if
(
6
===
r
[
0
]
&&
c
.
label
<
i
[
1
]){
c
.
label
=
i
[
1
],
i
=
r
;
break
}
if
(
i
&&
c
.
label
<
i
[
2
]){
c
.
label
=
i
[
2
],
c
.
ops
.
push
(
r
);
break
}
i
[
2
]
&&
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
}
r
=
e
.
call
(
t
,
c
)}
catch
(
a
){
r
=
[
6
,
a
],
n
=
0
}
finally
{
o
=
i
=
0
}
if
(
5
&
r
[
0
])
throw
r
[
1
];
return
{
value
:
r
[
0
]?
r
[
1
]:
void
0
,
done
:
!
0
}}},
s
=
this
&&
this
.
__spreadArrays
||
function
(){
for
(
var
t
=
0
,
e
=
0
,
o
=
arguments
.
length
;
e
<
o
;
e
++
)
t
+=
arguments
[
e
].
length
;
var
n
=
Array
(
t
),
i
=
0
;
for
(
e
=
0
;
e
<
o
;
e
++
)
for
(
var
r
=
arguments
[
e
],
c
=
0
,
a
=
r
.
length
;
c
<
a
;
c
++
,
i
++
)
n
[
i
]
=
r
[
c
];
return
n
};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
l
=
t
(
"./Config/GameConfig"
),
u
=
t
(
"./propPool"
),
p
=
t
(
"./utils"
),
h
=
cc
.
_decorator
,
f
=
h
.
ccclass
,
d
=
h
.
property
,
y
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
isMove
=!
1
,
e
.
viewWidth
=
0
,
e
.
viewHeight
=
0
,
e
.
blockMatrix
=
null
,
e
.
defaultPos
=
null
,
e
.
addScoreEvent
=
null
,
e
.
setBlockEvent
=
null
,
e
.
checkIsSet
=
null
,
e
.
miniBlockKey
=
[],
e
.
isDisabled
=!
1
,
e
.
miniBlockPre
=
null
,
e
.
isBlcokClearAni
=!
1
,
e
}
return
i
(
e
,
t
),
e
.
prototype
.
start
=
function
(){
this
.
viewHeight
=
cc
.
view
.
getVisibleSize
().
height
,
this
.
viewWidth
=
cc
.
view
.
getVisibleSize
().
width
,
this
.
defaultPos
=
this
.
node
.
getPosition
(),
this
.
addScoreEvent
=
new
cc
.
Event
.
EventCustom
(
l
.
CUSTOM_EVENT
.
ADD_SCORE
,
!
0
),
this
.
setBlockEvent
=
new
cc
.
Event
.
EventCustom
(
l
.
CUSTOM_EVENT
.
SET_BLOCK
,
!
0
),
this
.
checkIsSet
=
new
cc
.
Event
.
EventCustom
(
l
.
CUSTOM_EVENT
.
CHECK_IS_SET
,
!
0
),
this
.
blockMatrix
=
cc
.
find
(
"blockMatrix"
,
this
.
node
.
parent
),
this
.
refreshMiniBlock
(),
this
.
addNodeEvent
()},
e
.
prototype
.
refreshMiniBlock
=
function
(
t
,
e
){
var
o
=
this
,
n
=
[];
n
=
e
?
s
(
e
):
p
.
getRandomArrayElements
(
l
.
Config
.
miniBlockMatrix
,
1
)[
0
],
this
.
miniBlockKey
=
JSON
.
parse
(
JSON
.
stringify
(
n
)),
this
.
node
.
removeAllChildren
();
var
i
=
l
.
Config
.
miniBlockOffset
,
r
=
l
.
Config
.
miniBlockW
,
c
=
n
.
length
,
a
=
0
,
h
=
Array
(
c
).
fill
(
0
);
n
.
forEach
(
function
(
t
,
e
){
var
n
=
0
;
t
.
map
(
function
(
t
,
a
){
if
(
1
==
t
){
h
[
a
]
++
,
n
++
;
var
s
=
u
.
default
.
isEmpyt
?
cc
.
instantiate
(
o
.
miniBlockPre
):
u
.
default
.
pop
(),
l
=
i
+
r
;
s
.
x
=
a
*
l
-
o
.
node
.
width
/
2
+
i
+
r
/
2
,
s
.
y
=
(
c
-
e
-
1
)
*
l
-
o
.
node
.
width
/
2
+
i
+
r
/
2
,
s
.
setParent
(
o
.
node
)}}),
n
>
a
&&
(
a
=
n
)}),
a
%
2
==
0
&&
this
.
node
.
children
.
forEach
(
function
(
t
){
t
.
x
-=
r
/
2
}),
Math
.
max
.
apply
(
Math
,
h
)
%
2
==
0
&&
this
.
node
.
children
.
forEach
(
function
(
t
){
t
.
y
+=
r
/
2
}),
t
&&
cc
.
tween
(
this
.
node
).
to
(.
3
,{
opacity
:
255
,
position
:
this
.
defaultPos
}).
start
(),
this
.
checkIsSetBlock
()},
e
.
prototype
.
setBlockMatrixAll
=
function
(){
this
.
isMove
=!
1
;
var
t
=
this
.
node
.
children
;
if
(
this
.
isSetBlockMartix
())
return
t
.
forEach
(
function
(
t
){
t
.
getComponent
(
"miniBlock"
).
setBlockMatrix
()}),
this
.
clearAllChildren
(),
this
.
checkBlockMatrix
(),
void
cc
.
find
(
"Canvas"
).
dispatchEvent
(
this
.
setBlockEvent
);
this
.
node
.
setPosition
(
this
.
defaultPos
),
this
.
node
.
scale
=
1
},
e
.
prototype
.
clearAllChildren
=
function
(){
this
.
miniBlockKey
=
[],
this
.
node
.
children
.
forEach
(
function
(
t
){
u
.
default
.
push
(
t
)}),
this
.
node
.
removeAllChildren
(),
this
.
node
.
opacity
=
0
,
this
.
node
.
setPosition
(
this
.
defaultPos
.
x
,
this
.
defaultPos
.
y
-
100
),
this
.
node
.
scale
=
1
,
this
.
setNodeState
(
1
)},
e
.
prototype
.
checkBlockMatrix
=
function
(){
for
(
var
t
=
this
.
blockMatrix
.
children
.
map
(
function
(
t
){
var
e
=
t
.
getComponent
(
"block"
);
return
{
node
:
t
,
script
:
e
,
blockState
:
e
.
blockState
,
idx
:
t
.
getSiblingIndex
()}}),
e
=
l
.
Config
.
maxCol
,
o
=
l
.
Config
.
maxRow
,
n
=
[],
i
=
0
;
i
<
e
;
i
++
)
for
(
var
r
=
[],
c
=
0
;
c
<
o
&&
(
a
=
t
[
c
+
i
*
e
]).
blockState
===
l
.
BLOCK_STATE
.
NON_EMPTY
;
c
++
)
r
.
push
(
a
),
r
.
length
===
o
&&
n
.
push
(
r
);
for
(
i
=
0
;
i
<
o
;
i
++
)
for
(
r
=
[],
c
=
0
;
c
<
e
;
c
++
){
var
a
;
if
((
a
=
t
[
i
+
c
*
o
]).
blockState
!==
l
.
BLOCK_STATE
.
NON_EMPTY
)
break
;
r
.
push
(
a
),
r
.
length
===
e
&&
n
.
push
(
r
)}
return
this
.
clearMatrixBlock
(
n
),
n
.
length
>
0
},
e
.
prototype
.
clearMatrixBlock
=
function
(
t
){
var
e
=
this
,
o
=
function
(
t
){
return
c
(
e
,
void
0
,
void
0
,
function
(){
var
e
=
this
;
return
a
(
this
,
function
(
n
){
switch
(
n
.
label
){
case
0
:
return
0
===
t
.
length
?[
2
]:(
t
.
pop
().
script
.
playClearAni
(
function
(){
cc
.
find
(
"Canvas"
).
dispatchEvent
(
e
.
addScoreEvent
),
0
==
t
.
length
&&
cc
.
find
(
"Canvas"
).
dispatchEvent
(
e
.
checkIsSet
)}),[
4
,
p
.
waitTime
(
l
.
Config
.
blockAniDelay
)]);
case
1
:
return
n
.
sent
(),
o
(
t
),[
2
]}})})};
t
.
forEach
(
function
(
t
){
o
(
t
)})},
e
.
prototype
.
checkIsSetBlock
=
function
(){
var
t
=
this
.
blockMatrix
.
children
.
filter
(
function
(
t
){
return
(
t
=
t
.
getComponent
(
"block"
)).
blockState
===
l
.
BLOCK_STATE
.
EMPTY
}).
map
(
function
(
t
){
return
t
.
getSiblingIndex
()});
if
(
0
!==
this
.
miniBlockKey
.
length
){
for
(
var
e
=
0
;
e
<
t
.
length
;
e
++
){
for
(
var
o
=
t
[
e
],
n
=
Math
.
trunc
(
o
/
10
),
i
=
o
%
10
,
r
=-
1
,
c
=-
1
,
a
=!
1
,
s
=
0
;
s
<
this
.
miniBlockKey
.
length
&&!
a
;
s
++
)
for
(
var
u
=
this
.
miniBlockKey
[
s
],
p
=
0
;
p
<
u
.
length
;
p
++
)
if
(
u
[
p
]
===
l
.
BLOCK_STATE
.
NON_EMPTY
)
if
(
-
1
==
r
&&-
1
==
c
)
r
=
s
,
c
=
p
;
else
{
var
h
=
n
+
(
s
-
r
),
f
=
i
+
(
p
-
c
),
d
=
f
+
10
*
h
;(
h
<
0
||
f
<
0
||
d
<
0
||
h
>=
10
||
f
>=
10
||!
t
.
includes
(
d
))
&&
(
a
=!
0
)}
if
(
!
a
)
return
void
this
.
setNodeState
(
0
)}
this
.
setNodeState
(
1
)}
else
this
.
setNodeState
(
1
)},
e
.
prototype
.
setNodeState
=
function
(
t
){
var
e
=
this
.
isDisabled
=
0
!=
t
;
this
.
node
.
children
.
forEach
(
function
(
t
){
t
.
color
=
cc
.
color
(
e
?
l
.
Config
.
miniBlockDisabledColor
:
l
.
Config
.
miniBlockColor
)})},
e
.
prototype
.
isSetBlockMartix
=
function
(){
for
(
var
t
=
this
.
node
.
children
,
e
=
[],
o
=
0
;
o
<
t
.
length
;
o
++
){
var
n
=
t
[
o
].
getComponent
(
"miniBlock"
).
getTargetMatrix
(),
i
=
n
.
targetPos
;
if
(
!
(
s
=
n
.
targetNode
))
return
!
1
;
e
.
push
({
targetPos
:
i
,
targetNode
:
s
})}
var
r
=
0
===
e
.
filter
(
function
(
t
){
return
t
.
targetNode
.
getComponent
(
"block"
).
blockState
===
l
.
BLOCK_STATE
.
NON_EMPTY
}).
length
;
if
(
!
r
)
return
!
1
;
var
c
=
e
.
map
(
function
(
t
){
return
t
.
targetNode
.
getSiblingIndex
()}),
a
=
c
.
find
(
function
(
t
,
e
){
return
c
.
includes
(
t
,
e
+
1
)});
if
(
cc
.
find
(
"Canvas"
).
getComponent
(
"GameScene"
).
isGuide
&&!
a
&&
r
){
var
s
=
(
null
==
e
?
void
0
:
e
[
0
]).
targetNode
;
if
(
90
!==
c
[
0
])
return
!
1
}
return
!
a
&&
r
},
e
.
prototype
.
addNodeEvent
=
function
(){
var
t
=
this
;
this
.
node
.
on
(
cc
.
Node
.
EventType
.
TOUCH_START
,
function
(){
1
!=
t
.
isDisabled
&&
(
t
.
isMove
=!
0
,
t
.
node
.
scale
=
1.7
)},
this
),
this
.
node
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
function
(){
t
.
setBlockMatrixAll
()},
this
),
this
.
node
.
on
(
cc
.
Node
.
EventType
.
TOUCH_MOVE
,
function
(
e
){
if
(
t
.
isMove
){
var
o
=
e
.
getPreviousLocation
(),
n
=
t
.
viewWidth
,
i
=
t
.
viewHeight
;
t
.
node
.
setPosition
(
o
.
x
-
n
/
2
,
o
.
y
-
(
812
-
(
1624
-
i
)
/
2
))}},
this
)},
r
([
d
(
cc
.
Prefab
)],
e
.
prototype
,
"miniBlockPre"
,
void
0
),
r
([
f
],
e
)}(
cc
.
Component
);
o
.
default
=
y
,
cc
.
_RF
.
pop
()},{
"./Config/GameConfig"
:
"GameConfig"
,
"./propPool"
:
"propPool"
,
"./utils"
:
"utils"
}],
block
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"6e215zrjgRBjK+Ok76dz8gM"
,
"block"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
this
.
constructor
=
t
}
n
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
o
.
prototype
=
e
.
prototype
,
new
o
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
n
?
n
=
Object
.
getOwnPropertyDescriptor
(
e
,
o
):
n
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
o
,
n
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
o
,
c
):
i
(
e
,
o
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
o
,
c
),
c
};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
c
=
t
(
"./Config/GameConfig"
),
a
=
cc
.
_decorator
,
s
=
a
.
ccclass
,
l
=
(
a
.
property
,
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
blockState
=
c
.
BLOCK_STATE
.
EMPTY
,
e
.
ani
=
null
,
e
.
aniDuration
=
0
,
e
.
speed
=
.
9
,
e
}
return
i
(
e
,
t
),
e
.
prototype
.
start
=
function
(){
this
.
ani
=
this
.
node
.
getComponent
(
cc
.
Animation
);
var
t
=
this
.
ani
.
getAnimationState
(
"blockBoom"
);
this
.
aniDuration
=
t
.
duration
},
e
.
prototype
.
playClearAni
=
function
(
t
){
var
e
=
this
,
o
=
this
.
ani
;
this
.
ani
.
getAnimationState
(
"blockBoom"
).
speed
=
this
.
speed
,
o
.
once
(
"finished"
,
function
(){
e
.
changeBlockState
(
c
.
BLOCK_STATE
.
EMPTY
),
null
==
t
||
t
()}),
o
.
play
()},
e
.
prototype
.
changeBlockState
=
function
(
t
){
this
.
node
.
scale
=
1
,
this
.
blockState
=
t
,
this
.
node
.
color
=
cc
.
color
(
t
===
c
.
BLOCK_STATE
.
NON_EMPTY
?
c
.
Config
.
miniBlockColor
:
c
.
Config
.
defaultColor
)},
r
([
s
],
e
)}(
cc
.
Component
));
o
.
default
=
l
,
cc
.
_RF
.
pop
()},{
"./Config/GameConfig"
:
"GameConfig"
}],
exportEvent
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"d252b/Dmr1HLLC3k85LvdL5"
,
"exportEvent"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
EventCenterClass
=
void
0
;
var
n
=
function
(
t
,
e
,
o
){
this
.
type
=
t
,
this
.
target
=
e
,
this
.
detail
=
o
,
this
.
timeStamp
=+
new
Date
},
i
=
function
(){
function
t
(){
this
.
_listeners
=
{}}
return
t
.
prototype
.
on
=
function
(
t
,
e
,
o
,
n
){
for
(
var
i
,
r
=
(
i
=
this
.
_listeners
=
this
.
_listeners
||
{})[
t
]
=
i
[
t
]
||
[],
c
=
0
,
a
=
r
.
length
;
c
<
a
;
c
++
)
if
(
r
[
c
].
listener
===
e
)
return
;
return
r
.
push
({
listener
:
e
,
context
:
o
,
once
:
n
}),
this
},
t
.
prototype
.
off
=
function
(
t
,
e
){
var
o
;
if
(
o
=
this
.
_listeners
=
this
.
_listeners
||
{},
0
==
arguments
.
length
)
return
o
=
null
,
this
;
var
n
=
o
&&
o
[
t
];
if
(
n
){
if
(
1
==
arguments
.
length
)
return
delete
o
[
t
],
this
;
for
(
var
i
=
0
,
r
=
n
.
length
;
i
<
r
;
i
++
){
var
c
=
n
[
i
];
if
(
c
.
listener
===
e
){
n
.
splice
(
i
,
1
),
0
===
n
.
length
&&
delete
o
[
t
];
break
}}}
return
this
},
t
.
prototype
.
fire
=
function
(
t
,
e
){
var
o
,
i
;
"string"
==
typeof
t
?
i
=
t
:(
o
=
t
,
i
=
t
.
type
);
var
r
=
this
.
_listeners
;
if
(
!
r
)
return
!
1
;
var
c
=
r
[
i
];
if
(
c
){
var
a
=
c
.
slice
(
0
);
o
=
o
||
new
n
(
i
,
this
,
e
);
for
(
var
s
=
0
;
s
<
a
.
length
;
s
++
){
var
l
=
a
[
s
];
if
(
l
.
listener
.
call
(
l
.
context
,
o
),
l
.
once
){
var
u
=
c
.
indexOf
(
l
);
u
>-
1
&&
c
.
splice
(
u
,
1
)}}
return
0
==
c
.
length
&&
delete
r
[
i
],
!
0
}
return
!
1
},
t
}();
o
.
EventCenterClass
=
i
;
var
r
=
new
i
;
cc
.
EventBus
=
r
,
o
.
default
=
r
,
cc
.
_RF
.
pop
()},{}],
interface
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"dbeb7x/ykZC14tBqxOW9gtp"
,
"interface"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
cc
.
_RF
.
pop
()},{}],
loadSvga
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"d0e08EVP/pFhJXdUpznXvD+"
,
"loadSvga"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
createImage
=
o
.
ImgCache
=
o
.
loadSvga
=
o
.
SvgaCache
=
void
0
,
o
.
SvgaCache
=
{},
cc
.
assetManager
.
downloader
.
register
(
".svga"
,
function
(
t
,
e
,
o
){
cc
.
assetManager
.
downloader
.
downloadFile
(
t
,{
responseType
:
"arraybuffer"
},
o
)}),
o
.
loadSvga
=
function
(
t
){
return
new
Promise
(
function
(
e
){
var
n
=
""
;
t
instanceof
cc
.
Asset
?(
n
=
t
.
_uuid
,
t
=
t
.
_nativeAsset
):
n
=
t
,
o
.
SvgaCache
[
n
]?
e
(
o
.
SvgaCache
[
n
]):
SvgaParser
.
loadSvga
(
t
,
function
(
t
){
o
.
SvgaCache
[
n
]
=
t
,
e
(
t
)})})},
o
.
ImgCache
=
{},
o
.
createImage
=
function
(
t
){
return
new
Promise
(
function
(
e
){
if
(
o
.
ImgCache
[
t
])
e
(
o
.
ImgCache
[
t
]);
else
{
var
n
=
new
Image
;
n
.
onload
=
function
(){
o
.
ImgCache
[
t
]
=
n
,
e
(
n
)},
n
.
src
=
t
}})},
cc
.
_RF
.
pop
()},{}],
miniBlock
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"b1207cbMWhNVLKTFVfAq/t2"
,
"miniBlock"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
this
.
constructor
=
t
}
n
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
o
.
prototype
=
e
.
prototype
,
new
o
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
n
?
n
=
Object
.
getOwnPropertyDescriptor
(
e
,
o
):
n
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
o
,
n
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
o
,
c
):
i
(
e
,
o
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
o
,
c
),
c
};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
c
=
t
(
"./Config/GameConfig"
),
a
=
cc
.
_decorator
,
s
=
a
.
ccclass
,
l
=
(
a
.
property
,
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
isMove
=!
1
,
e
.
viewWidth
=
0
,
e
.
viewHeight
=
0
,
e
.
targetNode
=
null
,
e
}
return
i
(
e
,
t
),
e
.
prototype
.
start
=
function
(){
this
.
viewHeight
=
cc
.
view
.
getVisibleSize
().
height
,
this
.
viewWidth
=
cc
.
view
.
getVisibleSize
().
width
},
e
.
prototype
.
getTargetMatrix
=
function
(){
var
t
=
this
.
node
.
parent
.
convertToWorldSpaceAR
(
this
.
node
.
getPosition
()),
e
=
(
cc
.
find
(
"blockMatrix"
,
this
.
node
.
parent
.
parent
),
this
.
posFindBlock
(
t
)),
o
=
e
.
targetPos
,
n
=
e
.
targetNode
;
return
this
.
targetNode
=
n
,{
targetPos
:
o
,
targetNode
:
n
}},
e
.
prototype
.
setBlockMatrix
=
function
(){
this
.
targetNode
.
getComponent
(
"block"
).
changeBlockState
(
c
.
BLOCK_STATE
.
NON_EMPTY
)},
e
.
prototype
.
posFindBlock
=
function
(
t
){
var
e
=
cc
.
find
(
"blockMatrix"
,
this
.
node
.
parent
.
parent
),
o
=
c
.
Config
.
blockMaxOffset
,
n
=-
1
,
i
=
e
.
children
.
map
(
function
(
i
,
r
){
var
c
=
e
.
convertToWorldSpaceAR
(
i
.
getPosition
()),
a
=
Math
.
sqrt
(
Math
.
pow
(
c
.
x
-
t
.
x
,
2
)
+
Math
.
pow
(
c
.
y
-
t
.
y
,
2
));
return
a
<
o
&&
(
o
=
a
,
n
=
r
),{
nodePos
:
c
,
node
:
i
}});
return
-
1
===
n
?{}:{
targetPos
:
i
[
n
].
nodePos
,
targetNode
:
i
[
n
].
node
}},
r
([
s
],
e
)}(
cc
.
Component
));
o
.
default
=
l
,
cc
.
_RF
.
pop
()},{
"./Config/GameConfig"
:
"GameConfig"
}],
propPool
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"4aa71yimutPW6m+/Bh2NXn9"
,
"propPool"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
n
=
function
(){
function
t
(){
this
.
pool
=
[],
this
.
_isEmpyt
=!
0
}
return
Object
.
defineProperty
(
t
.
prototype
,
"isEmpyt"
,{
get
:
function
(){
var
t
;
return
!
(
null
===
(
t
=
this
.
pool
)
||
void
0
===
t
?
void
0
:
t
.
length
)},
enumerable
:
!
1
,
configurable
:
!
0
}),
t
.
prototype
.
push
=
function
(
t
){
t
.
active
=!
1
,
this
.
pool
.
push
(
t
)},
t
.
prototype
.
pop
=
function
(){
if
(
0
===
this
.
pool
.
length
)
return
null
;
var
t
=
this
.
pool
.
pop
();
return
t
.
active
=!
0
,
t
},
t
}();
o
.
default
=
new
n
,
cc
.
_RF
.
pop
()},{}],
utils
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"6aca3erpIVPLpMW4bJwDRR6"
,
"utils"
);
var
n
=
this
&&
this
.
__awaiter
||
function
(
t
,
e
,
o
,
n
){
return
new
(
o
||
(
o
=
Promise
))(
function
(
i
,
r
){
function
c
(
t
){
try
{
s
(
n
.
next
(
t
))}
catch
(
e
){
r
(
e
)}}
function
a
(
t
){
try
{
s
(
n
.
throw
(
t
))}
catch
(
e
){
r
(
e
)}}
function
s
(
t
){
var
e
;
t
.
done
?
i
(
t
.
value
):(
e
=
t
.
value
,
e
instanceof
o
?
e
:
new
o
(
function
(
t
){
t
(
e
)})).
then
(
c
,
a
)}
s
((
n
=
n
.
apply
(
t
,
e
||
[])).
next
())})},
i
=
this
&&
this
.
__generator
||
function
(
t
,
e
){
var
o
,
n
,
i
,
r
,
c
=
{
label
:
0
,
sent
:
function
(){
if
(
1
&
i
[
0
])
throw
i
[
1
];
return
i
[
1
]},
trys
:[],
ops
:[]};
return
r
=
{
next
:
a
(
0
),
throw
:
a
(
1
),
return
:
a
(
2
)},
"function"
==
typeof
Symbol
&&
(
r
[
Symbol
.
iterator
]
=
function
(){
return
this
}),
r
;
function
a
(
t
){
return
function
(
e
){
return
s
([
t
,
e
])}}
function
s
(
r
){
if
(
o
)
throw
new
TypeError
(
"Generator is already executing."
);
for
(;
c
;)
try
{
if
(
o
=
1
,
n
&&
(
i
=
2
&
r
[
0
]?
n
.
return
:
r
[
0
]?
n
.
throw
||
((
i
=
n
.
return
)
&&
i
.
call
(
n
),
0
):
n
.
next
)
&&!
(
i
=
i
.
call
(
n
,
r
[
1
])).
done
)
return
i
;
switch
(
n
=
0
,
i
&&
(
r
=
[
2
&
r
[
0
],
i
.
value
]),
r
[
0
]){
case
0
:
case
1
:
i
=
r
;
break
;
case
4
:
return
c
.
label
++
,{
value
:
r
[
1
],
done
:
!
1
};
case
5
:
c
.
label
++
,
n
=
r
[
1
],
r
=
[
0
];
continue
;
case
7
:
r
=
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
;
default
:
if
(
!
(
i
=
(
i
=
c
.
trys
).
length
>
0
&&
i
[
i
.
length
-
1
])
&&
(
6
===
r
[
0
]
||
2
===
r
[
0
])){
c
=
0
;
continue
}
if
(
3
===
r
[
0
]
&&
(
!
i
||
r
[
1
]
>
i
[
0
]
&&
r
[
1
]
<
i
[
3
])){
c
.
label
=
r
[
1
];
break
}
if
(
6
===
r
[
0
]
&&
c
.
label
<
i
[
1
]){
c
.
label
=
i
[
1
],
i
=
r
;
break
}
if
(
i
&&
c
.
label
<
i
[
2
]){
c
.
label
=
i
[
2
],
c
.
ops
.
push
(
r
);
break
}
i
[
2
]
&&
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
}
r
=
e
.
call
(
t
,
c
)}
catch
(
a
){
r
=
[
6
,
a
],
n
=
0
}
finally
{
o
=
i
=
0
}
if
(
5
&
r
[
0
])
throw
r
[
1
];
return
{
value
:
r
[
0
]?
r
[
1
]:
void
0
,
done
:
!
0
}}},
r
=
this
&&
this
.
__spreadArrays
||
function
(){
for
(
var
t
=
0
,
e
=
0
,
o
=
arguments
.
length
;
e
<
o
;
e
++
)
t
+=
arguments
[
e
].
length
;
var
n
=
Array
(
t
),
i
=
0
;
for
(
e
=
0
;
e
<
o
;
e
++
)
for
(
var
r
=
arguments
[
e
],
c
=
0
,
a
=
r
.
length
;
c
<
a
;
c
++
,
i
++
)
n
[
i
]
=
r
[
c
];
return
n
};
function
c
(
t
,
e
){
return
Math
.
floor
(
Math
.
random
()
*
(
e
-
t
))
+
t
}
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
getUrlParam
=
o
.
getProbability
=
o
.
getRandomArrayElements
=
o
.
randomNum
=
o
.
loadGameResources
=
o
.
numToChinese
=
o
.
set16ToRgb
=
o
.
waitTime
=
void
0
,
o
.
waitTime
=
function
(
t
){
return
new
Promise
(
function
(
e
){
return
setTimeout
(
e
,
t
)})},
o
.
set16ToRgb
=
function
(
t
){
if
(
t
&&
/^#
([
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\ No newline at end of file
window
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FitSprite
:[
function
(
t
,
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,
o
){
"use strict"
;
cc
.
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.
push
(
e
,
"55f2b6YY2VNsp2pvVM/3ZOl"
,
"FitSprite"
);
var
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function
(
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){
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||
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function
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=
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var
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(
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(
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prototype
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,{
get
:
function
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return
this
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},
set
:
function
(
t
){
this
.
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=
t
,
this
.
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()},
enumerable
:
!
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:
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.
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=
function
(){
this
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node
.
on
(
cc
.
Node
.
EventType
.
SIZE_CHANGED
,
this
.
updateSpriteSize
,
this
)},
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.
prototype
.
setTexture
=
function
(
t
){
this
.
node
.
getComponent
(
cc
.
Sprite
).
spriteFrame
=
t
,
this
.
updateSpriteSize
()},
e
.
prototype
.
updateSpriteSize
=
function
(){
var
t
=
this
.
node
.
getComponent
(
cc
.
Sprite
).
spriteFrame
.
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();
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===
c
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this
.
node
.
height
=
t
.
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.
width
*
this
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,
this
.
node
.
width
=
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):(
this
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node
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width
=
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height
*
this
.
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,
this
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node
.
height
=
this
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)},
r
([
s
({
type
:
cc
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Enum
(
c
),
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:
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})],
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prototype
,
"_fitSpriteType"
,
void
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),
r
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0
),
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"
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)],
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prototype
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,
void
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s
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type
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cc
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(
c
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tooltip
:
"
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})],
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prototype
,
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,
null
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r
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a
,
l
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"
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)],
e
)}(
cc
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Component
);
o
.
default
=
u
,
cc
.
_RF
.
pop
()},{}],
GameConfig
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"2197dXlmixCibGa45Vyz3hP"
,
"GameConfig"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
BLOCK_STATE
=
o
.
Config
=
o
.
CUSTOM_EVENT
=
void
0
,
o
.
CUSTOM_EVENT
=
{
GAME_OVER
:
"GAME_OVER"
,
NEXT_LEVEL
:
"NEXT_LEVEL"
,
PASS_LEVEL
:
"PASS_LEVEL"
,
GAME_START
:
"GAME_START"
,
GAME_INIT
:
"GAME_INIT"
,
GAME_DESTROY
:
"GAME_DESTROY"
,
ADD_SCORE
:
"ADD_SCORE"
,
SET_BLOCK
:
"SET_BLOCK"
,
CHECK_IS_SET
:
"CHECK_IS_SET"
,
START_GUIDE
:
"START_GUIDE"
,
GUIDE_OVER
:
"GUIDE_OVER"
},
o
.
Config
=
{
maxRow
:
10
,
maxCol
:
10
,
miniBlockColor
:
"#58D9B3"
,
miniBlockDisabledColor
:
"#A0CDC0"
,
defaultColor
:
"#8FBABA"
,
blockAniDelay
:
35
,
blockMaxOffset
:
58
,
miniBlockOffset
:
2
,
miniBlockW
:
33.5
,
miniBlockMatrix
:[[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
1
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
1
,
0
,
0
,
0
],[
0
,
1
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
0
,
0
,
0
],[
0
,
1
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
1
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
1
,
1
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
0
,
1
,
1
,
0
,
0
],[
0
,
0
,
1
,
1
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
1
,
1
,
1
,
1
,
1
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]],[[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
],[
0
,
0
,
1
,
0
,
0
]]],
guideBlockMatrix
:[[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
],[
1
,
1
,
1
,
1
,
1
],[
0
,
0
,
0
,
0
,
0
],[
0
,
0
,
0
,
0
,
0
]]},
function
(
t
){
t
[
t
.
EMPTY
=
0
]
=
"EMPTY"
,
t
[
t
.
NON_EMPTY
=
1
]
=
"NON_EMPTY"
}(
o
.
BLOCK_STATE
||
(
o
.
BLOCK_STATE
=
{})),
cc
.
_RF
.
pop
()},{}],
GameScene
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"5798dhpwtNHQq2OXS4At/jG"
,
"GameScene"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
this
.
constructor
=
t
}
n
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
o
.
prototype
=
e
.
prototype
,
new
o
)}),
r
=
this
&&
this
.
__assign
||
function
(){
return
(
r
=
Object
.
assign
||
function
(
t
){
for
(
var
e
,
o
=
1
,
n
=
arguments
.
length
;
o
<
n
;
o
++
)
for
(
var
i
in
e
=
arguments
[
o
])
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
i
)
&&
(
t
[
i
]
=
e
[
i
]);
return
t
}).
apply
(
this
,
arguments
)},
c
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
n
?
n
=
Object
.
getOwnPropertyDescriptor
(
e
,
o
):
n
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
o
,
n
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
o
,
c
):
i
(
e
,
o
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
o
,
c
),
c
};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
a
=
t
(
"./Config/GameConfig"
),
s
=
t
(
"./exportEvent"
),
l
=
t
(
"./utils"
),
u
=
cc
.
_decorator
,
p
=
u
.
ccclass
,
h
=
u
.
property
,
f
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
defaultBlock
=
null
,
e
.
gameConfig
=
r
({},
a
.
Config
),
e
.
blockMatrix
=
null
,
e
.
score
=
0
,
e
.
setBlockNum
=
0
,
e
.
isGuide
=!
1
,
e
.
allBlcokManagerNode
=
[],
e
}
return
i
(
e
,
t
),
e
.
prototype
.
onLoad
=
function
(){},
e
.
prototype
.
start
=
function
(){
var
t
=
this
;
this
.
blockMatrix
=
cc
.
find
(
"blockMatrix"
,
this
.
node
);
var
e
=
this
.
gameConfig
;
e
.
maxRow
,
e
.
maxCol
,
this
.
allBlcokManagerNode
=
[
"miniBlockWrpLeft"
,
"miniBlockWrpMid"
,
"miniBlockWrpRight"
].
map
(
function
(
e
){
return
cc
.
find
(
e
,
t
.
node
)}),
cc
.
find
(
"guideWrp"
,
this
.
node
).
active
=!
1
,
this
.
setDefaultBlock
([]),
this
.
addNodeEvent
()},
e
.
prototype
.
setDefaultBlock
=
function
(
t
){
void
0
===
t
&&
(
t
=
[]),
t
=
Array
.
isArray
(
t
)?
t
:[];
var
e
=
this
.
gameConfig
,
o
=
e
.
maxRow
,
n
=
e
.
maxCol
,
i
=
this
.
blockMatrix
;
i
.
removeAllChildren
();
for
(
var
r
=
0
;
r
<
o
;
r
++
)
for
(
var
c
=
0
;
c
<
n
;
c
++
){
var
s
=
cc
.
instantiate
(
this
.
defaultBlock
),
l
=
s
.
getComponent
(
"block"
);
l
.
changeBlockState
(
a
.
BLOCK_STATE
.
EMPTY
),
t
.
includes
(
o
*
r
+
c
)
&&
l
.
changeBlockState
(
a
.
BLOCK_STATE
.
NON_EMPTY
),
s
.
setParent
(
i
)}},
e
.
prototype
.
startGuide
=
function
(){
this
.
isGuide
=!
0
,
cc
.
find
(
"guideWrp"
,
this
.
node
).
active
=!
0
,
this
.
setDefaultBlock
([
0
,
10
,
20
,
30
,
40
,
50
,
60
,
70
,
80
,
95
,
96
,
97
,
98
,
99
]),
this
.
allBlcokManagerNode
[
0
].
getComponent
(
"blockManager"
).
refreshMiniBlock
(
!
1
,
a
.
Config
.
guideBlockMatrix
)},
e
.
prototype
.
addNodeEvent
=
function
(){
var
t
,
e
=
this
;
this
.
node
.
on
(
a
.
CUSTOM_EVENT
.
ADD_SCORE
,
this
.
addScore
,
this
),
this
.
node
.
on
(
a
.
CUSTOM_EVENT
.
SET_BLOCK
,
this
.
setBlockEventCb
,
this
),
this
.
node
.
on
(
a
.
CUSTOM_EVENT
.
CHECK_IS_SET
,
this
.
checkIsSetBlock
,
this
),
s
.
default
.
on
(
a
.
CUSTOM_EVENT
.
NEXT_LEVEL
,
this
.
nextLevel
,
this
),
s
.
default
.
on
(
a
.
CUSTOM_EVENT
.
START_GUIDE
,
this
.
startGuide
,
this
),
s
.
default
.
on
(
a
.
CUSTOM_EVENT
.
GAME_INIT
,
function
(
t
){
var
o
=
t
.
detail
,
n
=
void
0
===
o
?{}:
o
;
e
.
resetConfig
(
n
)},
this
),
s
.
default
.
on
(
a
.
CUSTOM_EVENT
.
GAME_DESTROY
,
function
(){
e
.
node
.
destroy
()},
this
);
var
o
=
null
===
(
t
=
null
===
window
||
void
0
===
window
?
void
0
:
window
.
location
)
||
void
0
===
t
?
void
0
:
t
.
href
,
n
=
l
.
getUrlParam
(
"testPanel"
),
i
=
cc
.
find
(
"test"
,
this
.
node
);
if
(
i
.
active
=
n
,
n
&&
((
null
==
o
?
void
0
:
o
.
includes
(
"duibadev"
))
||
(
null
==
o
?
void
0
:
o
.
includes
(
"duibatest"
)))
||
o
.
includes
(
"localhost"
)){
var
r
=
{
refreshProp
:
"refreshStageProps"
,
start
:
"startGuide"
,
init
:
"testInit"
,
clear
:
"setDefaultBlock"
,
radom
:
"testRadom"
};
i
.
children
.
forEach
(
function
(
t
){
var
o
=
null
==
e
?
void
0
:
e
[
r
[
t
.
name
]];
t
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
o
,
e
)})}},
e
.
prototype
.
testRadom
=
function
(){
for
(
var
t
=
this
.
gameConfig
,
e
=
t
.
maxCol
,
o
=
t
.
maxRow
,
n
=
[],
i
=
function
(
t
){
n
.
push
.
apply
(
n
,
Array
(
6
).
fill
(
""
).
map
(
function
(
e
,
n
){
return
n
+
1
+
(
t
+
1
)
*
o
}))},
r
=
0
;
r
<
e
-
2
;
r
++
)
i
(
r
);
this
.
setDefaultBlock
(
n
)},
e
.
prototype
.
testStartGame
=
function
(){
console
.
log
(
"
\
u6d4b
\
u8bd5"
),
s
.
default
.
fire
(
a
.
CUSTOM_EVENT
.
GAME_START
)},
e
.
prototype
.
testInit
=
function
(){
console
.
log
(
"
\
u6d4b
\
u8bd5
\
u521d
\
u59cb
\
u5316"
),
s
.
default
.
fire
(
a
.
CUSTOM_EVENT
.
GAME_INIT
,{})},
e
.
prototype
.
addScore
=
function
(){
this
.
score
+=
1
,
this
.
setLable
(
"score"
,
this
.
score
)},
e
.
prototype
.
startGame
=
function
(
t
){
t
.
detail
,
this
.
startGuide
()},
e
.
prototype
.
resetConfig
=
function
(
t
){
void
0
===
t
&&
(
t
=
{}),
this
.
gameConfig
=
r
(
r
({},
a
.
Config
),
t
),
this
.
score
=
0
,
this
.
setBlockNum
=
0
,
this
.
setLable
(
"score"
,
0
),
this
.
setLable
(
"bestScore"
,
"
\
u5386
\
u53f2
\
u6700
\
u9ad8
\
u5206
\
uff1a"
+
(
t
.
bestScore
||
0
)),
this
.
setLable
(
"goldCoin"
,(
t
.
goldCoin
||
0
)
+
""
),
this
.
setDefaultBlock
()},
e
.
prototype
.
gameOver
=
function
(){
this
.
isGameOver
=!
0
,
console
.
log
(
"gameOver"
),
s
.
default
.
fire
(
a
.
CUSTOM_EVENT
.
GAME_OVER
,{
score
:
this
.
score
})},
e
.
prototype
.
setLable
=
function
(
t
,
e
){
cc
.
find
(
t
,
this
.
node
).
getComponent
(
cc
.
Label
).
string
=
e
+
""
},
e
.
prototype
.
onDestroy
=
function
(){
this
.
unschedule
(
this
.
startCd
)},
e
.
prototype
.
setBlockEventCb
=
function
(){
this
.
checkIsSetBlock
(),
this
.
setBlockNum
++
,
this
.
setBlockNum
>=
3
&&
this
.
refreshStageProps
(),
this
.
isCheckGameOver
(),
this
.
isGuide
&&
(
this
.
setBlockNum
--
,
this
.
isGuide
=!
1
,
cc
.
find
(
"guideWrp/guide1"
,
this
.
node
).
active
=!
1
,
this
.
allBlcokManagerNode
[
0
].
getComponent
(
"blockManager"
).
refreshMiniBlock
(
!
0
),
s
.
default
.
fire
(
a
.
CUSTOM_EVENT
.
GUIDE_OVER
))},
e
.
prototype
.
isCheckGameOver
=
function
(){
0
===
this
.
allBlcokManagerNode
.
filter
(
function
(
t
){
var
e
=
t
.
getComponent
(
"blockManager"
);
return
!
(
e
.
isDisabled
||
0
===
e
.
miniBlockKey
.
length
)}).
length
&&
this
.
gameOver
()},
e
.
prototype
.
checkIsSetBlock
=
function
(){
this
.
allBlcokManagerNode
.
filter
(
function
(
t
){
t
.
getComponent
(
"blockManager"
).
checkIsSetBlock
()})},
e
.
prototype
.
refreshStageProps
=
function
(){
this
.
setBlockNum
=
0
,
this
.
allBlcokManagerNode
.
filter
(
function
(
t
){
t
.
getComponent
(
"blockManager"
).
refreshMiniBlock
(
!
0
)})},
e
.
prototype
.
update
=
function
(){
!
this
.
isGameOver
&&
this
.
isStartGame
},
c
([
h
(
cc
.
Prefab
)],
e
.
prototype
,
"defaultBlock"
,
void
0
),
c
([
p
],
e
)}(
cc
.
Component
);
o
.
default
=
f
,
cc
.
_RF
.
pop
()},{
"./Config/GameConfig"
:
"GameConfig"
,
"./exportEvent"
:
"exportEvent"
,
"./utils"
:
"utils"
}],
ImgFixedSize
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"3ea067CJuhGxJmUsuZZ1Xje"
,
"ImgFixedSize"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
this
.
constructor
=
t
}
n
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
o
.
prototype
=
e
.
prototype
,
new
o
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
n
?
n
=
Object
.
getOwnPropertyDescriptor
(
e
,
o
):
n
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
o
,
n
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
o
,
c
):
i
(
e
,
o
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
o
,
c
),
c
};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
c
=
cc
.
_decorator
,
a
=
c
.
ccclass
,
s
=
c
.
property
,
l
=
c
.
menu
,
u
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
_fixedSize
=
1
,
e
}
return
i
(
e
,
t
),
Object
.
defineProperty
(
e
.
prototype
,
"fixedSize"
,{
get
:
function
(){
return
this
.
_fixedSize
},
set
:
function
(
t
){
this
.
_fixedSize
=
t
,
this
.
onSizeChanged
()},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
this
.
_fixedSize
=
this
.
fixedSize
,
this
.
node
.
on
(
cc
.
Node
.
EventType
.
SIZE_CHANGED
,
this
.
onSizeChanged
,
this
),
this
.
onSizeChanged
()},
e
.
prototype
.
onSizeChanged
=
function
(){
var
t
=
this
.
node
.
width
,
e
=
this
.
node
.
height
,
o
=
Math
.
max
(
t
,
e
);
this
.
node
.
scale
=
this
.
fixedSize
/
o
},
r
([
s
({
type
:
cc
.
Integer
,
tooltip
:
"
\
u56fa
\
u5b9a
\
u5c3a
\
u5bf8"
})],
e
.
prototype
,
"fixedSize"
,
null
),
r
([
s
({
type
:
cc
.
Integer
,
tooltip
:
"
\
u56fa
\
u5b9a
\
u5c3a
\
u5bf8"
})],
e
.
prototype
,
"_fixedSize"
,
void
0
),
r
([
a
,
l
(
"framework/ImgFixedSize"
)],
e
)}(
cc
.
Component
);
o
.
default
=
u
,
cc
.
_RF
.
pop
()},{}],
Matrix
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"ac135di5uZFfaPtJI9vcajQ"
,
"Matrix"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
Matrix
=
void
0
;
var
n
=
Math
.
PI
,
i
=
n
>>
1
,
r
=
n
+
i
,
c
=
n
/
180
,
a
=
180
/
n
;
function
s
(
t
){
switch
(
t
){
case
i
:
case
-
r
:
return
0
;
case
n
:
case
-
n
:
return
-
1
;
case
r
:
case
-
i
:
return
0
;
default
:
return
Math
.
cos
(
t
)}}
function
l
(
t
){
switch
(
t
){
case
i
:
case
-
r
:
return
1
;
case
n
:
case
-
n
:
return
0
;
case
r
:
case
-
i
:
return
-
1
;
default
:
return
Math
.
sin
(
t
)}}
var
u
=
function
(){
function
t
(
t
,
e
,
o
,
n
,
i
,
r
){
void
0
===
t
&&
(
t
=
1
),
void
0
===
e
&&
(
e
=
0
),
void
0
===
o
&&
(
o
=
0
),
void
0
===
n
&&
(
n
=
1
),
void
0
===
i
&&
(
i
=
0
),
void
0
===
r
&&
(
r
=
0
),
this
.
a
=
1
,
this
.
b
=
0
,
this
.
c
=
0
,
this
.
d
=
1
,
this
.
tx
=
0
,
this
.
ty
=
0
,
this
.
array
=
null
,
this
.
prepend
=
function
(
t
){
var
e
=
this
,
o
=
t
.
a
,
n
=
t
.
b
,
i
=
t
.
c
,
r
=
t
.
d
,
c
=
t
.
tx
,
a
=
t
.
ty
,
s
=
e
.
a
,
l
=
e
.
c
,
u
=
e
.
tx
;
return
e
.
a
=
o
*
s
+
i
*
e
.
b
,
e
.
b
=
n
*
s
+
r
*
e
.
b
,
e
.
c
=
o
*
l
+
i
*
e
.
d
,
e
.
d
=
n
*
l
+
r
*
e
.
d
,
e
.
tx
=
o
*
u
+
i
*
e
.
ty
+
c
,
e
.
ty
=
n
*
u
+
r
*
e
.
ty
+
a
,
this
};
var
c
=
this
;
c
.
a
=
t
,
c
.
b
=
e
,
c
.
c
=
o
,
c
.
d
=
n
,
c
.
tx
=
i
,
c
.
ty
=
r
}
return
t
.
prototype
.
clone
=
function
(){
var
e
=
this
;
return
new
t
(
e
.
a
,
e
.
b
,
e
.
c
,
e
.
d
,
e
.
tx
,
e
.
ty
)},
t
.
prototype
.
copy
=
function
(
t
){
return
this
.
a
=
t
.
a
,
this
.
b
=
t
.
b
,
this
.
c
=
t
.
c
,
this
.
d
=
t
.
d
,
this
.
tx
=
t
.
tx
,
this
.
ty
=
t
.
ty
,
this
},
t
.
prototype
.
transformVec2
=
function
(
t
,
e
,
o
){
void
0
===
o
&&
(
o
=
null
);
var
n
=
this
;
return
o
||
(
o
=
new
cc
.
Vec2
),
o
.
x
=
t
*
n
.
a
+
e
*
n
.
c
+
n
.
tx
,
o
.
y
=
t
*
n
.
b
+
e
*
n
.
d
+
n
.
ty
,
o
},
t
.
prototype
.
transformVec2Inverse
=
function
(
t
,
e
,
o
){
void
0
===
o
&&
(
o
=
null
),
o
||
(
o
=
new
cc
.
Vec2
);
var
n
=
1
/
(
this
.
a
*
this
.
d
+
this
.
c
*-
this
.
b
);
return
o
.
x
=
this
.
d
*
n
*
t
+-
this
.
c
*
n
*
e
+
(
this
.
ty
*
this
.
c
-
this
.
tx
*
this
.
d
)
*
n
,
o
.
y
=
this
.
a
*
n
*
e
+-
this
.
b
*
n
*
t
+
(
-
this
.
ty
*
this
.
a
+
this
.
tx
*
this
.
b
)
*
n
,
o
},
t
.
prototype
.
setFrom
=
function
(
t
){
var
e
=
this
;
e
.
a
=
t
.
a
,
e
.
b
=
t
.
b
,
e
.
c
=
t
.
c
,
e
.
d
=
t
.
d
,
e
.
tx
=
t
.
tx
,
e
.
ty
=
t
.
ty
},
t
.
prototype
.
identity
=
function
(){
var
t
=
this
;
t
.
a
=
t
.
d
=
1
,
t
.
b
=
t
.
c
=
t
.
tx
=
t
.
ty
=
0
},
t
.
prototype
.
invert
=
function
(){
var
t
=
this
,
e
=
t
.
a
,
o
=
t
.
b
,
n
=
t
.
c
,
i
=
t
.
d
,
r
=
t
.
tx
,
c
=
t
.
ty
;
if
(
0
==
o
&&
0
==
n
)
return
0
==
e
||
0
==
i
?
t
.
a
=
t
.
d
=
t
.
tx
=
t
.
ty
=
0
:(
e
=
t
.
a
=
1
/
e
,
i
=
t
.
d
=
1
/
i
,
t
.
tx
=-
e
*
r
,
t
.
ty
=-
i
*
c
),
t
;
var
a
=
e
*
i
-
o
*
n
;
if
(
0
==
a
)
return
t
.
identity
(),
t
;
a
=
1
/
a
;
var
s
=
t
.
a
=
i
*
a
;
return
o
=
t
.
b
=-
o
*
a
,
n
=
t
.
c
=-
n
*
a
,
i
=
t
.
d
=
e
*
a
,
t
.
tx
=-
(
s
*
r
+
n
*
c
),
t
.
ty
=-
(
o
*
r
+
i
*
c
),
t
},
t
.
prototype
.
createBox
=
function
(
t
,
e
,
o
,
n
,
i
,
r
,
a
,
u
,
p
){
var
h
=
this
;
if
(
0
!=
i
?
r
=
a
=
i
%
360
:(
r
%=
360
,
a
%=
360
),
0
==
r
&&
0
==
a
)
h
.
a
=
o
,
h
.
b
=
h
.
c
=
0
,
h
.
d
=
n
;
else
{
a
*=
c
;
var
f
=
s
(
r
*=
c
),
d
=
l
(
r
);
r
==
a
?(
h
.
a
=
f
*
o
,
h
.
b
=
d
*
o
):(
h
.
a
=
s
(
a
)
*
o
,
h
.
b
=
l
(
a
)
*
o
),
h
.
c
=-
d
*
n
,
h
.
d
=
f
*
n
}
h
.
tx
=
t
+
u
-
(
u
*
h
.
a
+
p
*
h
.
c
),
h
.
ty
=
e
+
p
-
(
u
*
h
.
b
+
p
*
h
.
d
)},
t
.
prototype
.
append
=
function
(
t
){
var
e
=
this
.
a
,
o
=
this
.
b
,
n
=
this
.
c
,
i
=
this
.
d
;
this
.
a
=
t
.
a
*
e
+
t
.
b
*
n
,
this
.
b
=
t
.
a
*
o
+
t
.
b
*
i
,
this
.
c
=
t
.
c
*
e
+
t
.
d
*
n
,
this
.
d
=
t
.
c
*
o
+
t
.
d
*
i
,
this
.
tx
=
t
.
tx
*
e
+
t
.
ty
*
n
+
this
.
tx
,
this
.
ty
=
t
.
tx
*
o
+
t
.
ty
*
i
+
this
.
ty
},
t
.
isEqual
=
function
(
t
,
e
){
return
t
.
tx
==
e
.
tx
&&
t
.
ty
==
e
.
ty
&&
t
.
a
==
e
.
a
&&
t
.
b
==
e
.
b
&&
t
.
c
==
e
.
c
&&
t
.
d
==
e
.
d
},
t
.
prototype
.
concat
=
function
(
t
){
var
e
=
this
,
o
=
e
.
a
,
n
=
e
.
b
,
i
=
e
.
c
,
r
=
e
.
d
,
c
=
e
.
tx
,
a
=
e
.
ty
,
s
=
t
.
a
,
l
=
t
.
b
,
u
=
t
.
c
,
p
=
t
.
d
,
h
=
t
.
tx
,
f
=
t
.
ty
;
e
.
a
=
o
*
s
+
n
*
u
,
e
.
b
=
o
*
l
+
n
*
p
,
e
.
c
=
i
*
s
+
r
*
u
,
e
.
d
=
i
*
l
+
r
*
p
,
e
.
tx
=
c
*
s
+
a
*
u
+
h
,
e
.
ty
=
c
*
l
+
a
*
p
+
f
},
t
.
prototype
.
rotate
=
function
(
t
){
var
e
=
this
,
o
=
Math
.
sin
(
t
),
n
=
Math
.
cos
(
t
),
i
=
e
.
a
,
r
=
e
.
b
,
c
=
e
.
c
,
a
=
e
.
d
,
s
=
e
.
tx
,
l
=
e
.
ty
;
e
.
a
=
i
*
n
-
r
*
o
,
e
.
b
=
i
*
o
+
r
*
n
,
e
.
c
=
c
*
n
-
a
*
o
,
e
.
d
=
c
*
o
+
a
*
n
,
e
.
tx
=
s
*
n
-
l
*
o
,
e
.
ty
=
s
*
o
+
l
*
n
},
t
.
prototype
.
scale
=
function
(
t
,
e
){
var
o
=
this
;
o
.
a
*=
t
,
o
.
d
*=
e
,
o
.
c
*=
t
,
o
.
b
*=
e
,
o
.
tx
*=
t
,
o
.
ty
*=
e
},
t
.
prototype
.
translate
=
function
(
t
,
e
){
this
.
tx
+=
t
,
this
.
ty
+=
e
},
t
.
prototype
.
set
=
function
(
t
,
e
,
o
,
n
,
i
,
r
){
return
this
.
a
=
t
,
this
.
b
=
e
,
this
.
c
=
o
,
this
.
d
=
n
,
this
.
tx
=
i
,
this
.
ty
=
r
,
this
},
t
.
prototype
.
getRotation
=
function
(){
return
Math
.
round
(
Math
.
atan2
(
this
.
b
,
this
.
a
)
*
a
)},
t
.
prototype
.
toArray
=
function
(
t
,
e
){
void
0
===
t
&&
(
t
=!
1
),
this
.
array
||
(
this
.
array
=
new
Float32Array
(
9
));
var
o
=
e
||
this
.
array
;
return
t
?(
o
[
0
]
=
this
.
a
,
o
[
1
]
=
this
.
b
,
o
[
2
]
=
0
,
o
[
3
]
=
this
.
c
,
o
[
4
]
=
this
.
d
,
o
[
5
]
=
0
,
o
[
6
]
=
this
.
tx
,
o
[
7
]
=
this
.
ty
,
o
[
8
]
=
1
):(
o
[
0
]
=
this
.
a
,
o
[
1
]
=
this
.
c
,
o
[
2
]
=
this
.
tx
,
o
[
3
]
=
this
.
b
,
o
[
4
]
=
this
.
d
,
o
[
5
]
=
this
.
ty
,
o
[
6
]
=
0
,
o
[
7
]
=
0
,
o
[
8
]
=
1
),
o
},
t
.
prototype
.
decompose
=
function
(){
var
t
=
{
rotation
:
0
,
skew
:
cc
.
v2
(),
scale
:
cc
.
v2
(),
position
:
cc
.
v2
()},
e
=
this
.
a
,
o
=
this
.
b
,
n
=
this
.
c
,
i
=
this
.
d
,
r
=-
Math
.
atan2
(
-
n
,
i
),
c
=
Math
.
atan2
(
o
,
e
),
a
=
Math
.
abs
(
r
+
c
);
return
a
<
1
e
-
5
||
Math
.
abs
(
2
*
Math
.
PI
-
a
)
<
1
e
-
5
?(
t
.
rotation
=
c
,
e
<
0
&&
i
>=
0
&&
(
t
.
rotation
+=
t
.
rotation
<=
0
?
Math
.
PI
:
-
Math
.
PI
),
t
.
skew
.
x
=
t
.
skew
.
y
=
0
):(
t
.
rotation
=
0
,
t
.
skew
.
x
=
r
,
t
.
skew
.
y
=
c
),
t
.
scale
.
x
=
Math
.
sqrt
(
e
*
e
+
o
*
o
),
t
.
scale
.
y
=
Math
.
sqrt
(
n
*
n
+
i
*
i
),
t
.
position
.
x
=
this
.
tx
,
t
.
position
.
y
=
this
.
ty
,
t
},
Object
.
defineProperty
(
t
,
"IDENTITY"
,{
get
:
function
(){
return
new
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
t
,
"TEMP_MATRIX"
,{
get
:
function
(){
return
new
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
t
.
prototype
.
destroy
=
function
(){},
t
}();
o
.
Matrix
=
u
,
cc
.
_RF
.
pop
()},{}],
SvgaEvent
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"07040GmslJHs7J1pUxL6Kr7"
,
"SvgaEvent"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
SvgaEvent
=
void
0
,(
o
.
SvgaEvent
||
(
o
.
SvgaEvent
=
{})).
END_FRAME
=
"end_frame"
,
cc
.
_RF
.
pop
()},{}],
SvgaTrack
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"5eefe9b92lAU4GY+nBw9mG4"
,
"SvgaTrack"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
SvgaTrack
=
void
0
;
var
n
=
function
(){
function
t
(
t
,
e
){
this
.
node
=
t
,
this
.
frames
=
e
}
return
t
.
prototype
.
setValue
=
function
(
t
){
var
e
=
this
.
node
,
o
=
this
.
frames
,
n
=
o
[
t
=
Math
.
round
(
cc
.
misc
.
clampf
(
t
,
0
,
o
.
length
-
1
))],
i
=
n
.
alpha
,
r
=
n
.
transform
;
if
(
n
.
maskPath
,
i
<
.
05
)
e
.
opacity
=
0
;
else
{
e
.
opacity
=
255
*
i
;
var
c
=
r
.
a
,
a
=
r
.
b
,
s
=
r
.
c
,
l
=
r
.
d
,
u
=
r
.
tx
,
p
=
r
.
ty
,
h
=
e
.
_matrix
,
f
=
e
.
_trs
,
d
=
h
.
m
;
d
[
0
]
=
c
,
d
[
1
]
=
a
,
d
[
4
]
=-
s
,
d
[
5
]
=-
l
,
d
[
6
]
=-
d
[
6
],
d
[
7
]
=-
d
[
7
],
f
[
0
]
=
u
,
f
[
1
]
=
p
,
e
.
_renderFlag
|=
cc
.
RenderFlow
.
FLAG_WORLD_TRANSFORM
}},
t
.
prototype
.
resetValue
=
function
(){
this
.
node
.
_renderFlag
&=~
cc
.
RenderFlow
.
FLAG_LOCAL_TRANSFORM
,
this
.
setValue
(
0
)},
t
.
prototype
.
destroy
=
function
(){
this
.
node
=
null
},
t
}();
o
.
SvgaTrack
=
n
,
cc
.
_RF
.
pop
()},{}],
Svga
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"7c5ffhlHDpBpoDQ8wfKN7pu"
,
"Svga"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
this
.
constructor
=
t
}
n
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
o
.
prototype
=
e
.
prototype
,
new
o
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
n
?
n
=
Object
.
getOwnPropertyDescriptor
(
e
,
o
):
n
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
o
,
n
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
o
,
c
):
i
(
e
,
o
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
o
,
c
),
c
},
c
=
this
&&
this
.
__awaiter
||
function
(
t
,
e
,
o
,
n
){
return
new
(
o
||
(
o
=
Promise
))(
function
(
i
,
r
){
function
c
(
t
){
try
{
s
(
n
.
next
(
t
))}
catch
(
e
){
r
(
e
)}}
function
a
(
t
){
try
{
s
(
n
.
throw
(
t
))}
catch
(
e
){
r
(
e
)}}
function
s
(
t
){
var
e
;
t
.
done
?
i
(
t
.
value
):(
e
=
t
.
value
,
e
instanceof
o
?
e
:
new
o
(
function
(
t
){
t
(
e
)})).
then
(
c
,
a
)}
s
((
n
=
n
.
apply
(
t
,
e
||
[])).
next
())})},
a
=
this
&&
this
.
__generator
||
function
(
t
,
e
){
var
o
,
n
,
i
,
r
,
c
=
{
label
:
0
,
sent
:
function
(){
if
(
1
&
i
[
0
])
throw
i
[
1
];
return
i
[
1
]},
trys
:[],
ops
:[]};
return
r
=
{
next
:
a
(
0
),
throw
:
a
(
1
),
return
:
a
(
2
)},
"function"
==
typeof
Symbol
&&
(
r
[
Symbol
.
iterator
]
=
function
(){
return
this
}),
r
;
function
a
(
t
){
return
function
(
e
){
return
s
([
t
,
e
])}}
function
s
(
r
){
if
(
o
)
throw
new
TypeError
(
"Generator is already executing."
);
for
(;
c
;)
try
{
if
(
o
=
1
,
n
&&
(
i
=
2
&
r
[
0
]?
n
.
return
:
r
[
0
]?
n
.
throw
||
((
i
=
n
.
return
)
&&
i
.
call
(
n
),
0
):
n
.
next
)
&&!
(
i
=
i
.
call
(
n
,
r
[
1
])).
done
)
return
i
;
switch
(
n
=
0
,
i
&&
(
r
=
[
2
&
r
[
0
],
i
.
value
]),
r
[
0
]){
case
0
:
case
1
:
i
=
r
;
break
;
case
4
:
return
c
.
label
++
,{
value
:
r
[
1
],
done
:
!
1
};
case
5
:
c
.
label
++
,
n
=
r
[
1
],
r
=
[
0
];
continue
;
case
7
:
r
=
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
;
default
:
if
(
!
(
i
=
(
i
=
c
.
trys
).
length
>
0
&&
i
[
i
.
length
-
1
])
&&
(
6
===
r
[
0
]
||
2
===
r
[
0
])){
c
=
0
;
continue
}
if
(
3
===
r
[
0
]
&&
(
!
i
||
r
[
1
]
>
i
[
0
]
&&
r
[
1
]
<
i
[
3
])){
c
.
label
=
r
[
1
];
break
}
if
(
6
===
r
[
0
]
&&
c
.
label
<
i
[
1
]){
c
.
label
=
i
[
1
],
i
=
r
;
break
}
if
(
i
&&
c
.
label
<
i
[
2
]){
c
.
label
=
i
[
2
],
c
.
ops
.
push
(
r
);
break
}
i
[
2
]
&&
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
}
r
=
e
.
call
(
t
,
c
)}
catch
(
a
){
r
=
[
6
,
a
],
n
=
0
}
finally
{
o
=
i
=
0
}
if
(
5
&
r
[
0
])
throw
r
[
1
];
return
{
value
:
r
[
0
]?
r
[
1
]:
void
0
,
done
:
!
0
}}};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
s
=
t
(
"./SvgaTrack"
),
l
=
cc
.
_decorator
.
executeInEditMode
,
u
=
cc
.
_decorator
.
playOnFocus
,
p
=
t
(
"./SvgaEvent"
),
h
=
t
(
"./loadSvga"
),
f
=
cc
.
_decorator
.
menu
,
d
=
cc
.
_decorator
.
disallowMultiple
,
y
=
cc
.
_decorator
,
v
=
y
.
ccclass
,
g
=
y
.
property
,
_
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
edit_update
=!
1
,
e
.
aniNode
=
null
,
e
.
_svga
=
null
,
e
.
tracks
=
[],
e
.
isPlaying
=!
1
,
e
.
vmData
=
null
,
e
.
autoPlay
=!
0
,
e
.
_loop
=!
1
,
e
.
_totalFrames
=
0
,
e
.
_frameTime
=
0
,
e
.
_fps
=
0
,
e
.
_curTime
=
0
,
e
.
_curFrame
=
0
,
e
}
return
i
(
e
,
t
),
e
.
prototype
.
onFocusInEditor
=
function
(){
this
.
edit_update
=!
0
,
this
.
play
(
0
)},
e
.
prototype
.
onLostFocusInEditor
=
function
(){
this
.
edit_update
=!
1
},
e
.
prototype
.
resetInEditor
=
function
(){
return
c
(
this
,
void
0
,
void
0
,
function
(){
return
a
(
this
,
function
(
t
){
switch
(
t
.
label
){
case
0
:
return
[
4
,
this
.
_load
()];
case
1
:
return
t
.
sent
(),
this
.
edit_update
=!
0
,
this
.
play
(
0
),[
2
]}})})},
e
.
prototype
.
onEnable
=
function
(){
this
.
play
(
0
)},
Object
.
defineProperty
(
e
.
prototype
,
"svga"
,{
get
:
function
(){
return
this
.
_svga
},
set
:
function
(
t
){
var
e
=
this
;
t
!==
this
.
_svga
&&
(
this
.
_svga
=
t
,
this
.
_load
().
then
(
function
(){
e
.
play
(
0
)}))},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
return
c
(
this
,
void
0
,
void
0
,
function
(){
return
a
(
this
,
function
(
t
){
switch
(
t
.
label
){
case
0
:
return
this
.
aniNode
=
this
.
node
.
getChildByName
(
"aniNode"
),
this
.
aniNode
||
(
this
.
aniNode
=
new
cc
.
Node
(
"aniNode"
),
this
.
aniNode
.
scaleY
=-
1
,
this
.
node
.
addChild
(
this
.
aniNode
)),[
4
,
this
.
_load
()];
case
1
:
return
t
.
sent
(),
this
.
autoPlay
&&
this
.
play
(
0
),[
2
]}})})},
e
.
prototype
.
start
=
function
(){},
e
.
prototype
.
play
=
function
(
t
){
void
0
===
t
&&
(
t
=
0
),
this
.
curFrame
=
t
,
this
.
isPlaying
=!
0
},
e
.
prototype
.
stop
=
function
(
t
){
void
0
===
t
&&
(
t
=!
1
),
t
&&
(
this
.
curFrame
=
0
),
this
.
isPlaying
=!
1
},
Object
.
defineProperty
(
e
.
prototype
,
"loop"
,{
get
:
function
(){
return
this
.
_loop
},
set
:
function
(
t
){
this
.
_loop
=
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"totalTime"
,{
get
:
function
(){
return
this
.
_totalFrames
*
(
1
/
this
.
fps
)
||
0
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"totalFrames"
,{
get
:
function
(){
return
this
.
_totalFrames
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"fps"
,{
get
:
function
(){
var
t
;
return
this
.
_fps
||
(
null
===
(
t
=
this
.
vmData
)
||
void
0
===
t
?
void
0
:
t
.
FPS
)
||
0
},
set
:
function
(
t
){
this
.
_fps
=
t
,
this
.
_frameTime
=
1
/
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"curTime"
,{
get
:
function
(){
return
this
.
_curTime
},
set
:
function
(
t
){
this
.
_curTime
=
t
,
this
.
_curFrame
=
t
*
this
.
fps
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"curFrame"
,{
get
:
function
(){
return
this
.
_curFrame
},
set
:
function
(
t
){
this
.
_curFrame
=
t
,
this
.
_curTime
=
t
/
this
.
fps
},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
update
=
function
(
t
){
var
e
=
this
;
this
.
isPlaying
&&
(
this
.
curTime
+=
t
,
this
.
_curFrame
>
this
.
totalFrames
&&
(
this
.
node
.
emit
(
p
.
SvgaEvent
.
END_FRAME
),
this
.
loop
?
this
.
curTime
=
(
this
.
_curFrame
-
this
.
totalFrames
)
*
this
.
_frameTime
:
this
.
stop
(
!
0
)),
this
.
tracks
.
forEach
(
function
(
t
){
t
.
setValue
(
e
.
_curFrame
)}))},
e
.
prototype
.
onDestroy
=
function
(){
for
(
var
t
=
0
;
t
<
this
.
tracks
.
length
;
t
++
)
this
.
tracks
[
t
].
destroy
();
this
.
tracks
=
[]},
e
.
prototype
.
_load
=
function
(){
return
c
(
this
,
void
0
,
void
0
,
function
(){
var
t
=
this
;
return
a
(
this
,
function
(){
return
this
.
svga
?(
this
.
aniNode
.
removeAllChildren
(
!
0
),[
2
,
new
Promise
(
function
(
e
){
return
c
(
t
,
void
0
,
void
0
,
function
(){
var
t
,
o
,
n
,
i
,
r
,
l
,
u
,
p
,
f
,
d
,
y
,
v
,
g
,
_
,
b
,
m
,
S
=
this
;
return
a
(
this
,
function
(
E
){
switch
(
E
.
label
){
case
0
:
return
[
4
,
h
.
loadSvga
(
this
.
svga
)];
case
1
:
for
(
d
in
(
t
=
E
.
sent
()).
textures
=
{},
this
.
vmData
=
t
,
o
=
t
.
FPS
,
n
=
t
.
videoSize
,
i
=
t
.
images
,
r
=
t
.
sprites
,
l
=
t
.
textures
,
u
=
t
.
frames
,
this
.
fps
||
(
this
.
fps
=
o
),
this
.
_totalFrames
=
u
,
this
.
node
.
setContentSize
(
n
.
width
,
n
.
height
),
this
.
aniNode
.
setPosition
(
-
n
.
width
/
2
,
n
.
height
/
2
),
p
=
[],
f
=
function
(
t
){
var
e
=
i
[
t
];
0
!==
e
.
indexOf
(
"iVBO"
)
&&
0
!==
e
.
indexOf
(
"/9j/2w"
)
||
(
e
=
"data:image/png;base64,"
+
e
),
p
.
push
(
new
Promise
(
function
(
o
){
return
c
(
S
,
void
0
,
void
0
,
function
(){
var
n
,
i
;
return
a
(
this
,
function
(
r
){
switch
(
r
.
label
){
case
0
:
return
[
4
,
h
.
createImage
(
e
)];
case
1
:
return
n
=
r
.
sent
(),(
i
=
new
cc
.
Texture2D
).
initWithElement
(
n
),
l
[
t
]
=
new
cc
.
SpriteFrame
(
i
),
o
(),[
2
]}})})}))},
i
)
f
(
d
);
return
[
4
,
Promise
.
all
(
p
)];
case
2
:
for
(
E
.
sent
(),
y
=
0
;
y
<
r
.
length
;
y
++
){
if
(
v
=
r
[
y
],
g
=
v
.
imageKey
,
_
=
v
.
frames
,
!
g
)
return
[
2
];(
b
=
new
cc
.
Node
(
g
)).
setAnchorPoint
(
0
,
1
),
this
.
aniNode
.
addChild
(
b
),
b
.
addComponent
(
cc
.
Sprite
).
spriteFrame
=
l
[
g
],(
m
=
new
s
.
SvgaTrack
(
b
,
_
)).
resetValue
(),
this
.
tracks
.
push
(
m
)}
return
e
(),[
2
]}})})})]):[
2
]})})},
r
([
g
(
cc
.
Asset
)],
e
.
prototype
,
"_svga"
,
void
0
),
r
([
g
(
cc
.
Asset
)],
e
.
prototype
,
"svga"
,
null
),
r
([
g
({
tooltip
:
"
\
u662f
\
u5426
\
u81ea
\
u52a8
\
u64ad
\
u653e"
})],
e
.
prototype
,
"autoPlay"
,
void
0
),
r
([
g
],
e
.
prototype
,
"_loop"
,
void
0
),
r
([
g
({
tooltip
:
"
\
u662f
\
u5426
\
u5faa
\
u73af"
})],
e
.
prototype
,
"loop"
,
null
),
r
([
g
],
e
.
prototype
,
"_fps"
,
void
0
),
r
([
g
],
e
.
prototype
,
"fps"
,
null
),
r
([
v
,
l
,
d
,
u
,
f
(
"
\
u81ea
\
u5b9a
\
u4e49
\
u7ec4
\
u4ef6/Svga"
)],
e
)}(
cc
.
Component
);
o
.
default
=
_
,
cc
.
_RF
.
pop
()},{
"./SvgaEvent"
:
"SvgaEvent"
,
"./SvgaTrack"
:
"SvgaTrack"
,
"./loadSvga"
:
"loadSvga"
}],
blockManager
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"15dc8zLZKZGHoOAWrl8CvIO"
,
"blockManager"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
this
.
constructor
=
t
}
n
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
o
.
prototype
=
e
.
prototype
,
new
o
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
n
?
n
=
Object
.
getOwnPropertyDescriptor
(
e
,
o
):
n
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
o
,
n
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
o
,
c
):
i
(
e
,
o
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
o
,
c
),
c
},
c
=
this
&&
this
.
__awaiter
||
function
(
t
,
e
,
o
,
n
){
return
new
(
o
||
(
o
=
Promise
))(
function
(
i
,
r
){
function
c
(
t
){
try
{
s
(
n
.
next
(
t
))}
catch
(
e
){
r
(
e
)}}
function
a
(
t
){
try
{
s
(
n
.
throw
(
t
))}
catch
(
e
){
r
(
e
)}}
function
s
(
t
){
var
e
;
t
.
done
?
i
(
t
.
value
):(
e
=
t
.
value
,
e
instanceof
o
?
e
:
new
o
(
function
(
t
){
t
(
e
)})).
then
(
c
,
a
)}
s
((
n
=
n
.
apply
(
t
,
e
||
[])).
next
())})},
a
=
this
&&
this
.
__generator
||
function
(
t
,
e
){
var
o
,
n
,
i
,
r
,
c
=
{
label
:
0
,
sent
:
function
(){
if
(
1
&
i
[
0
])
throw
i
[
1
];
return
i
[
1
]},
trys
:[],
ops
:[]};
return
r
=
{
next
:
a
(
0
),
throw
:
a
(
1
),
return
:
a
(
2
)},
"function"
==
typeof
Symbol
&&
(
r
[
Symbol
.
iterator
]
=
function
(){
return
this
}),
r
;
function
a
(
t
){
return
function
(
e
){
return
s
([
t
,
e
])}}
function
s
(
r
){
if
(
o
)
throw
new
TypeError
(
"Generator is already executing."
);
for
(;
c
;)
try
{
if
(
o
=
1
,
n
&&
(
i
=
2
&
r
[
0
]?
n
.
return
:
r
[
0
]?
n
.
throw
||
((
i
=
n
.
return
)
&&
i
.
call
(
n
),
0
):
n
.
next
)
&&!
(
i
=
i
.
call
(
n
,
r
[
1
])).
done
)
return
i
;
switch
(
n
=
0
,
i
&&
(
r
=
[
2
&
r
[
0
],
i
.
value
]),
r
[
0
]){
case
0
:
case
1
:
i
=
r
;
break
;
case
4
:
return
c
.
label
++
,{
value
:
r
[
1
],
done
:
!
1
};
case
5
:
c
.
label
++
,
n
=
r
[
1
],
r
=
[
0
];
continue
;
case
7
:
r
=
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
;
default
:
if
(
!
(
i
=
(
i
=
c
.
trys
).
length
>
0
&&
i
[
i
.
length
-
1
])
&&
(
6
===
r
[
0
]
||
2
===
r
[
0
])){
c
=
0
;
continue
}
if
(
3
===
r
[
0
]
&&
(
!
i
||
r
[
1
]
>
i
[
0
]
&&
r
[
1
]
<
i
[
3
])){
c
.
label
=
r
[
1
];
break
}
if
(
6
===
r
[
0
]
&&
c
.
label
<
i
[
1
]){
c
.
label
=
i
[
1
],
i
=
r
;
break
}
if
(
i
&&
c
.
label
<
i
[
2
]){
c
.
label
=
i
[
2
],
c
.
ops
.
push
(
r
);
break
}
i
[
2
]
&&
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
}
r
=
e
.
call
(
t
,
c
)}
catch
(
a
){
r
=
[
6
,
a
],
n
=
0
}
finally
{
o
=
i
=
0
}
if
(
5
&
r
[
0
])
throw
r
[
1
];
return
{
value
:
r
[
0
]?
r
[
1
]:
void
0
,
done
:
!
0
}}},
s
=
this
&&
this
.
__spreadArrays
||
function
(){
for
(
var
t
=
0
,
e
=
0
,
o
=
arguments
.
length
;
e
<
o
;
e
++
)
t
+=
arguments
[
e
].
length
;
var
n
=
Array
(
t
),
i
=
0
;
for
(
e
=
0
;
e
<
o
;
e
++
)
for
(
var
r
=
arguments
[
e
],
c
=
0
,
a
=
r
.
length
;
c
<
a
;
c
++
,
i
++
)
n
[
i
]
=
r
[
c
];
return
n
};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
l
=
t
(
"./Config/GameConfig"
),
u
=
t
(
"./propPool"
),
p
=
t
(
"./utils"
),
h
=
cc
.
_decorator
,
f
=
h
.
ccclass
,
d
=
h
.
property
,
y
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
isMove
=!
1
,
e
.
viewWidth
=
0
,
e
.
viewHeight
=
0
,
e
.
blockMatrix
=
null
,
e
.
defaultPos
=
null
,
e
.
addScoreEvent
=
null
,
e
.
setBlockEvent
=
null
,
e
.
checkIsSet
=
null
,
e
.
miniBlockKey
=
[],
e
.
isDisabled
=!
1
,
e
.
miniBlockPre
=
null
,
e
.
isBlcokClearAni
=!
1
,
e
}
return
i
(
e
,
t
),
e
.
prototype
.
start
=
function
(){
this
.
viewHeight
=
cc
.
view
.
getVisibleSize
().
height
,
this
.
viewWidth
=
cc
.
view
.
getVisibleSize
().
width
,
this
.
defaultPos
=
this
.
node
.
getPosition
(),
this
.
addScoreEvent
=
new
cc
.
Event
.
EventCustom
(
l
.
CUSTOM_EVENT
.
ADD_SCORE
,
!
0
),
this
.
setBlockEvent
=
new
cc
.
Event
.
EventCustom
(
l
.
CUSTOM_EVENT
.
SET_BLOCK
,
!
0
),
this
.
checkIsSet
=
new
cc
.
Event
.
EventCustom
(
l
.
CUSTOM_EVENT
.
CHECK_IS_SET
,
!
0
),
this
.
blockMatrix
=
cc
.
find
(
"blockMatrix"
,
this
.
node
.
parent
),
this
.
refreshMiniBlock
(),
this
.
addNodeEvent
()},
e
.
prototype
.
refreshMiniBlock
=
function
(
t
,
e
){
var
o
=
this
,
n
=
[];
n
=
e
?
s
(
e
):
p
.
getRandomArrayElements
(
l
.
Config
.
miniBlockMatrix
,
1
)[
0
],
this
.
miniBlockKey
=
JSON
.
parse
(
JSON
.
stringify
(
n
)),
this
.
node
.
removeAllChildren
();
var
i
=
l
.
Config
.
miniBlockOffset
,
r
=
l
.
Config
.
miniBlockW
,
c
=
n
.
length
,
a
=
0
,
h
=
Array
(
c
).
fill
(
0
);
n
.
forEach
(
function
(
t
,
e
){
var
n
=
0
;
t
.
map
(
function
(
t
,
a
){
if
(
1
==
t
){
h
[
a
]
++
,
n
++
;
var
s
=
u
.
default
.
isEmpyt
?
cc
.
instantiate
(
o
.
miniBlockPre
):
u
.
default
.
pop
(),
l
=
i
+
r
;
s
.
x
=
a
*
l
-
o
.
node
.
width
/
2
+
i
+
r
/
2
,
s
.
y
=
(
c
-
e
-
1
)
*
l
-
o
.
node
.
width
/
2
+
i
+
r
/
2
,
s
.
setParent
(
o
.
node
)}}),
n
>
a
&&
(
a
=
n
)}),
a
%
2
==
0
&&
this
.
node
.
children
.
forEach
(
function
(
t
){
t
.
x
-=
r
/
2
}),
Math
.
max
.
apply
(
Math
,
h
)
%
2
==
0
&&
this
.
node
.
children
.
forEach
(
function
(
t
){
t
.
y
+=
r
/
2
}),
t
&&
cc
.
tween
(
this
.
node
).
to
(.
3
,{
opacity
:
255
,
position
:
this
.
defaultPos
}).
start
(),
this
.
checkIsSetBlock
()},
e
.
prototype
.
setBlockMatrixAll
=
function
(){
this
.
isMove
=!
1
;
var
t
=
this
.
node
.
children
;
if
(
this
.
isSetBlockMartix
())
return
t
.
forEach
(
function
(
t
){
t
.
getComponent
(
"miniBlock"
).
setBlockMatrix
()}),
this
.
clearAllChildren
(),
this
.
checkBlockMatrix
(),
void
cc
.
find
(
"Canvas"
).
dispatchEvent
(
this
.
setBlockEvent
);
this
.
node
.
setPosition
(
this
.
defaultPos
),
this
.
node
.
scale
=
1
},
e
.
prototype
.
clearAllChildren
=
function
(){
this
.
miniBlockKey
=
[],
this
.
node
.
children
.
forEach
(
function
(
t
){
u
.
default
.
push
(
t
)}),
this
.
node
.
removeAllChildren
(),
this
.
node
.
opacity
=
0
,
this
.
node
.
setPosition
(
this
.
defaultPos
.
x
,
this
.
defaultPos
.
y
-
100
),
this
.
node
.
scale
=
1
,
this
.
setNodeState
(
1
)},
e
.
prototype
.
checkBlockMatrix
=
function
(){
for
(
var
t
=
this
.
blockMatrix
.
children
.
map
(
function
(
t
){
var
e
=
t
.
getComponent
(
"block"
);
return
{
node
:
t
,
script
:
e
,
blockState
:
e
.
blockState
,
idx
:
t
.
getSiblingIndex
()}}),
e
=
l
.
Config
.
maxCol
,
o
=
l
.
Config
.
maxRow
,
n
=
[],
i
=
0
;
i
<
e
;
i
++
)
for
(
var
r
=
[],
c
=
0
;
c
<
o
&&
(
a
=
t
[
c
+
i
*
e
]).
blockState
===
l
.
BLOCK_STATE
.
NON_EMPTY
;
c
++
)
r
.
push
(
a
),
r
.
length
===
o
&&
n
.
push
(
r
);
for
(
i
=
0
;
i
<
o
;
i
++
)
for
(
r
=
[],
c
=
0
;
c
<
e
;
c
++
){
var
a
;
if
((
a
=
t
[
i
+
c
*
o
]).
blockState
!==
l
.
BLOCK_STATE
.
NON_EMPTY
)
break
;
r
.
push
(
a
),
r
.
length
===
e
&&
n
.
push
(
r
)}
return
this
.
clearMatrixBlock
(
n
),
n
.
length
>
0
},
e
.
prototype
.
clearMatrixBlock
=
function
(
t
){
var
e
=
this
,
o
=
function
(
t
){
return
c
(
e
,
void
0
,
void
0
,
function
(){
var
e
=
this
;
return
a
(
this
,
function
(
n
){
switch
(
n
.
label
){
case
0
:
return
0
===
t
.
length
?[
2
]:(
t
.
pop
().
script
.
playClearAni
(
function
(){
cc
.
find
(
"Canvas"
).
dispatchEvent
(
e
.
addScoreEvent
),
0
==
t
.
length
&&
cc
.
find
(
"Canvas"
).
dispatchEvent
(
e
.
checkIsSet
)}),[
4
,
p
.
waitTime
(
l
.
Config
.
blockAniDelay
)]);
case
1
:
return
n
.
sent
(),
o
(
t
),[
2
]}})})};
t
.
forEach
(
function
(
t
){
o
(
t
)})},
e
.
prototype
.
checkIsSetBlock
=
function
(){
var
t
=
this
.
blockMatrix
.
children
.
filter
(
function
(
t
){
return
(
t
=
t
.
getComponent
(
"block"
)).
blockState
===
l
.
BLOCK_STATE
.
EMPTY
}).
map
(
function
(
t
){
return
t
.
getSiblingIndex
()});
if
(
0
!==
this
.
miniBlockKey
.
length
){
for
(
var
e
=
0
;
e
<
t
.
length
;
e
++
){
for
(
var
o
=
t
[
e
],
n
=
Math
.
trunc
(
o
/
10
),
i
=
o
%
10
,
r
=-
1
,
c
=-
1
,
a
=!
1
,
s
=
0
;
s
<
this
.
miniBlockKey
.
length
&&!
a
;
s
++
)
for
(
var
u
=
this
.
miniBlockKey
[
s
],
p
=
0
;
p
<
u
.
length
;
p
++
)
if
(
u
[
p
]
===
l
.
BLOCK_STATE
.
NON_EMPTY
)
if
(
-
1
==
r
&&-
1
==
c
)
r
=
s
,
c
=
p
;
else
{
var
h
=
n
+
(
s
-
r
),
f
=
i
+
(
p
-
c
),
d
=
f
+
10
*
h
;(
h
<
0
||
f
<
0
||
d
<
0
||
h
>=
10
||
f
>=
10
||!
t
.
includes
(
d
))
&&
(
a
=!
0
)}
if
(
!
a
)
return
void
this
.
setNodeState
(
0
)}
this
.
setNodeState
(
1
)}
else
this
.
setNodeState
(
1
)},
e
.
prototype
.
setNodeState
=
function
(
t
){
var
e
=
this
.
isDisabled
=
0
!=
t
;
this
.
node
.
children
.
forEach
(
function
(
t
){
t
.
color
=
cc
.
color
(
e
?
l
.
Config
.
miniBlockDisabledColor
:
l
.
Config
.
miniBlockColor
)})},
e
.
prototype
.
isSetBlockMartix
=
function
(){
for
(
var
t
=
this
.
node
.
children
,
e
=
[],
o
=
0
;
o
<
t
.
length
;
o
++
){
var
n
=
t
[
o
].
getComponent
(
"miniBlock"
).
getTargetMatrix
(),
i
=
n
.
targetPos
;
if
(
!
(
s
=
n
.
targetNode
))
return
!
1
;
e
.
push
({
targetPos
:
i
,
targetNode
:
s
})}
var
r
=
0
===
e
.
filter
(
function
(
t
){
return
t
.
targetNode
.
getComponent
(
"block"
).
blockState
===
l
.
BLOCK_STATE
.
NON_EMPTY
}).
length
;
if
(
!
r
)
return
!
1
;
var
c
=
e
.
map
(
function
(
t
){
return
t
.
targetNode
.
getSiblingIndex
()}),
a
=
c
.
find
(
function
(
t
,
e
){
return
c
.
includes
(
t
,
e
+
1
)});
if
(
cc
.
find
(
"Canvas"
).
getComponent
(
"GameScene"
).
isGuide
&&!
a
&&
r
){
var
s
=
(
null
==
e
?
void
0
:
e
[
0
]).
targetNode
;
if
(
90
!==
c
[
0
])
return
!
1
}
return
!
a
&&
r
},
e
.
prototype
.
addNodeEvent
=
function
(){
var
t
=
this
;
this
.
node
.
on
(
cc
.
Node
.
EventType
.
TOUCH_START
,
function
(){
1
!=
t
.
isDisabled
&&
(
t
.
isMove
=!
0
,
t
.
node
.
scale
=
1.7
)},
this
),
this
.
node
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
function
(){
t
.
setBlockMatrixAll
()},
this
),
this
.
node
.
on
(
cc
.
Node
.
EventType
.
TOUCH_MOVE
,
function
(
e
){
if
(
t
.
isMove
){
var
o
=
e
.
getPreviousLocation
(),
n
=
t
.
viewWidth
,
i
=
t
.
viewHeight
;
t
.
node
.
setPosition
(
o
.
x
-
n
/
2
,
o
.
y
-
(
812
-
(
1624
-
i
)
/
2
))}},
this
)},
r
([
d
(
cc
.
Prefab
)],
e
.
prototype
,
"miniBlockPre"
,
void
0
),
r
([
f
],
e
)}(
cc
.
Component
);
o
.
default
=
y
,
cc
.
_RF
.
pop
()},{
"./Config/GameConfig"
:
"GameConfig"
,
"./propPool"
:
"propPool"
,
"./utils"
:
"utils"
}],
block
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"6e215zrjgRBjK+Ok76dz8gM"
,
"block"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
this
.
constructor
=
t
}
n
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
o
.
prototype
=
e
.
prototype
,
new
o
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
n
?
n
=
Object
.
getOwnPropertyDescriptor
(
e
,
o
):
n
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
o
,
n
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
o
,
c
):
i
(
e
,
o
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
o
,
c
),
c
};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
c
=
t
(
"./Config/GameConfig"
),
a
=
cc
.
_decorator
,
s
=
a
.
ccclass
,
l
=
(
a
.
property
,
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
blockState
=
c
.
BLOCK_STATE
.
EMPTY
,
e
.
ani
=
null
,
e
.
aniDuration
=
0
,
e
.
speed
=
.
9
,
e
}
return
i
(
e
,
t
),
e
.
prototype
.
start
=
function
(){
this
.
ani
=
this
.
node
.
getComponent
(
cc
.
Animation
);
var
t
=
this
.
ani
.
getAnimationState
(
"blockBoom"
);
this
.
aniDuration
=
t
.
duration
},
e
.
prototype
.
playClearAni
=
function
(
t
){
var
e
=
this
,
o
=
this
.
ani
;
this
.
ani
.
getAnimationState
(
"blockBoom"
).
speed
=
this
.
speed
,
o
.
once
(
"finished"
,
function
(){
e
.
changeBlockState
(
c
.
BLOCK_STATE
.
EMPTY
),
null
==
t
||
t
()}),
o
.
play
()},
e
.
prototype
.
changeBlockState
=
function
(
t
){
this
.
node
.
scale
=
1
,
this
.
blockState
=
t
,
this
.
node
.
color
=
cc
.
color
(
t
===
c
.
BLOCK_STATE
.
NON_EMPTY
?
c
.
Config
.
miniBlockColor
:
c
.
Config
.
defaultColor
)},
r
([
s
],
e
)}(
cc
.
Component
));
o
.
default
=
l
,
cc
.
_RF
.
pop
()},{
"./Config/GameConfig"
:
"GameConfig"
}],
exportEvent
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"d252b/Dmr1HLLC3k85LvdL5"
,
"exportEvent"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
EventCenterClass
=
void
0
;
var
n
=
function
(
t
,
e
,
o
){
this
.
type
=
t
,
this
.
target
=
e
,
this
.
detail
=
o
,
this
.
timeStamp
=+
new
Date
},
i
=
function
(){
function
t
(){
this
.
_listeners
=
{}}
return
t
.
prototype
.
on
=
function
(
t
,
e
,
o
,
n
){
for
(
var
i
,
r
=
(
i
=
this
.
_listeners
=
this
.
_listeners
||
{})[
t
]
=
i
[
t
]
||
[],
c
=
0
,
a
=
r
.
length
;
c
<
a
;
c
++
)
if
(
r
[
c
].
listener
===
e
)
return
;
return
r
.
push
({
listener
:
e
,
context
:
o
,
once
:
n
}),
this
},
t
.
prototype
.
off
=
function
(
t
,
e
){
var
o
;
if
(
o
=
this
.
_listeners
=
this
.
_listeners
||
{},
0
==
arguments
.
length
)
return
o
=
null
,
this
;
var
n
=
o
&&
o
[
t
];
if
(
n
){
if
(
1
==
arguments
.
length
)
return
delete
o
[
t
],
this
;
for
(
var
i
=
0
,
r
=
n
.
length
;
i
<
r
;
i
++
){
var
c
=
n
[
i
];
if
(
c
.
listener
===
e
){
n
.
splice
(
i
,
1
),
0
===
n
.
length
&&
delete
o
[
t
];
break
}}}
return
this
},
t
.
prototype
.
fire
=
function
(
t
,
e
){
var
o
,
i
;
"string"
==
typeof
t
?
i
=
t
:(
o
=
t
,
i
=
t
.
type
);
var
r
=
this
.
_listeners
;
if
(
!
r
)
return
!
1
;
var
c
=
r
[
i
];
if
(
c
){
var
a
=
c
.
slice
(
0
);
o
=
o
||
new
n
(
i
,
this
,
e
);
for
(
var
s
=
0
;
s
<
a
.
length
;
s
++
){
var
l
=
a
[
s
];
if
(
l
.
listener
.
call
(
l
.
context
,
o
),
l
.
once
){
var
u
=
c
.
indexOf
(
l
);
u
>-
1
&&
c
.
splice
(
u
,
1
)}}
return
0
==
c
.
length
&&
delete
r
[
i
],
!
0
}
return
!
1
},
t
}();
o
.
EventCenterClass
=
i
;
var
r
=
new
i
;
cc
.
EventBus
=
r
,
o
.
default
=
r
,
cc
.
_RF
.
pop
()},{}],
interface
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"dbeb7x/ykZC14tBqxOW9gtp"
,
"interface"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
cc
.
_RF
.
pop
()},{}],
loadSvga
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"d0e08EVP/pFhJXdUpznXvD+"
,
"loadSvga"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
createImage
=
o
.
ImgCache
=
o
.
loadSvga
=
o
.
SvgaCache
=
void
0
,
o
.
SvgaCache
=
{},
cc
.
assetManager
.
downloader
.
register
(
".svga"
,
function
(
t
,
e
,
o
){
cc
.
assetManager
.
downloader
.
downloadFile
(
t
,{
responseType
:
"arraybuffer"
},
o
)}),
o
.
loadSvga
=
function
(
t
){
return
new
Promise
(
function
(
e
){
var
n
=
""
;
t
instanceof
cc
.
Asset
?(
n
=
t
.
_uuid
,
t
=
t
.
_nativeAsset
):
n
=
t
,
o
.
SvgaCache
[
n
]?
e
(
o
.
SvgaCache
[
n
]):
SvgaParser
.
loadSvga
(
t
,
function
(
t
){
o
.
SvgaCache
[
n
]
=
t
,
e
(
t
)})})},
o
.
ImgCache
=
{},
o
.
createImage
=
function
(
t
){
return
new
Promise
(
function
(
e
){
if
(
o
.
ImgCache
[
t
])
e
(
o
.
ImgCache
[
t
]);
else
{
var
n
=
new
Image
;
n
.
onload
=
function
(){
o
.
ImgCache
[
t
]
=
n
,
e
(
n
)},
n
.
src
=
t
}})},
cc
.
_RF
.
pop
()},{}],
miniBlock
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"b1207cbMWhNVLKTFVfAq/t2"
,
"miniBlock"
);
var
n
,
i
=
this
&&
this
.
__extends
||
(
n
=
function
(
t
,
e
){
return
(
n
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
o
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
o
)
&&
(
t
[
o
]
=
e
[
o
])})(
t
,
e
)},
function
(
t
,
e
){
function
o
(){
this
.
constructor
=
t
}
n
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
o
.
prototype
=
e
.
prototype
,
new
o
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
o
,
n
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
n
?
n
=
Object
.
getOwnPropertyDescriptor
(
e
,
o
):
n
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
o
,
n
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
o
,
c
):
i
(
e
,
o
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
o
,
c
),
c
};
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
c
=
t
(
"./Config/GameConfig"
),
a
=
cc
.
_decorator
,
s
=
a
.
ccclass
,
l
=
(
a
.
property
,
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
isMove
=!
1
,
e
.
viewWidth
=
0
,
e
.
viewHeight
=
0
,
e
.
targetNode
=
null
,
e
}
return
i
(
e
,
t
),
e
.
prototype
.
start
=
function
(){
this
.
viewHeight
=
cc
.
view
.
getVisibleSize
().
height
,
this
.
viewWidth
=
cc
.
view
.
getVisibleSize
().
width
},
e
.
prototype
.
getTargetMatrix
=
function
(){
var
t
=
this
.
node
.
parent
.
convertToWorldSpaceAR
(
this
.
node
.
getPosition
()),
e
=
(
cc
.
find
(
"blockMatrix"
,
this
.
node
.
parent
.
parent
),
this
.
posFindBlock
(
t
)),
o
=
e
.
targetPos
,
n
=
e
.
targetNode
;
return
this
.
targetNode
=
n
,{
targetPos
:
o
,
targetNode
:
n
}},
e
.
prototype
.
setBlockMatrix
=
function
(){
this
.
targetNode
.
getComponent
(
"block"
).
changeBlockState
(
c
.
BLOCK_STATE
.
NON_EMPTY
)},
e
.
prototype
.
posFindBlock
=
function
(
t
){
var
e
=
cc
.
find
(
"blockMatrix"
,
this
.
node
.
parent
.
parent
),
o
=
c
.
Config
.
blockMaxOffset
,
n
=-
1
,
i
=
e
.
children
.
map
(
function
(
i
,
r
){
var
c
=
e
.
convertToWorldSpaceAR
(
i
.
getPosition
()),
a
=
Math
.
sqrt
(
Math
.
pow
(
c
.
x
-
t
.
x
,
2
)
+
Math
.
pow
(
c
.
y
-
t
.
y
,
2
));
return
a
<
o
&&
(
o
=
a
,
n
=
r
),{
nodePos
:
c
,
node
:
i
}});
return
-
1
===
n
?{}:{
targetPos
:
i
[
n
].
nodePos
,
targetNode
:
i
[
n
].
node
}},
r
([
s
],
e
)}(
cc
.
Component
));
o
.
default
=
l
,
cc
.
_RF
.
pop
()},{
"./Config/GameConfig"
:
"GameConfig"
}],
propPool
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"4aa71yimutPW6m+/Bh2NXn9"
,
"propPool"
),
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
});
var
n
=
function
(){
function
t
(){
this
.
pool
=
[],
this
.
_isEmpyt
=!
0
}
return
Object
.
defineProperty
(
t
.
prototype
,
"isEmpyt"
,{
get
:
function
(){
var
t
;
return
!
(
null
===
(
t
=
this
.
pool
)
||
void
0
===
t
?
void
0
:
t
.
length
)},
enumerable
:
!
1
,
configurable
:
!
0
}),
t
.
prototype
.
push
=
function
(
t
){
t
.
active
=!
1
,
this
.
pool
.
push
(
t
)},
t
.
prototype
.
pop
=
function
(){
if
(
0
===
this
.
pool
.
length
)
return
null
;
var
t
=
this
.
pool
.
pop
();
return
t
.
active
=!
0
,
t
},
t
}();
o
.
default
=
new
n
,
cc
.
_RF
.
pop
()},{}],
utils
:[
function
(
t
,
e
,
o
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"6aca3erpIVPLpMW4bJwDRR6"
,
"utils"
);
var
n
=
this
&&
this
.
__awaiter
||
function
(
t
,
e
,
o
,
n
){
return
new
(
o
||
(
o
=
Promise
))(
function
(
i
,
r
){
function
c
(
t
){
try
{
s
(
n
.
next
(
t
))}
catch
(
e
){
r
(
e
)}}
function
a
(
t
){
try
{
s
(
n
.
throw
(
t
))}
catch
(
e
){
r
(
e
)}}
function
s
(
t
){
var
e
;
t
.
done
?
i
(
t
.
value
):(
e
=
t
.
value
,
e
instanceof
o
?
e
:
new
o
(
function
(
t
){
t
(
e
)})).
then
(
c
,
a
)}
s
((
n
=
n
.
apply
(
t
,
e
||
[])).
next
())})},
i
=
this
&&
this
.
__generator
||
function
(
t
,
e
){
var
o
,
n
,
i
,
r
,
c
=
{
label
:
0
,
sent
:
function
(){
if
(
1
&
i
[
0
])
throw
i
[
1
];
return
i
[
1
]},
trys
:[],
ops
:[]};
return
r
=
{
next
:
a
(
0
),
throw
:
a
(
1
),
return
:
a
(
2
)},
"function"
==
typeof
Symbol
&&
(
r
[
Symbol
.
iterator
]
=
function
(){
return
this
}),
r
;
function
a
(
t
){
return
function
(
e
){
return
s
([
t
,
e
])}}
function
s
(
r
){
if
(
o
)
throw
new
TypeError
(
"Generator is already executing."
);
for
(;
c
;)
try
{
if
(
o
=
1
,
n
&&
(
i
=
2
&
r
[
0
]?
n
.
return
:
r
[
0
]?
n
.
throw
||
((
i
=
n
.
return
)
&&
i
.
call
(
n
),
0
):
n
.
next
)
&&!
(
i
=
i
.
call
(
n
,
r
[
1
])).
done
)
return
i
;
switch
(
n
=
0
,
i
&&
(
r
=
[
2
&
r
[
0
],
i
.
value
]),
r
[
0
]){
case
0
:
case
1
:
i
=
r
;
break
;
case
4
:
return
c
.
label
++
,{
value
:
r
[
1
],
done
:
!
1
};
case
5
:
c
.
label
++
,
n
=
r
[
1
],
r
=
[
0
];
continue
;
case
7
:
r
=
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
;
default
:
if
(
!
(
i
=
(
i
=
c
.
trys
).
length
>
0
&&
i
[
i
.
length
-
1
])
&&
(
6
===
r
[
0
]
||
2
===
r
[
0
])){
c
=
0
;
continue
}
if
(
3
===
r
[
0
]
&&
(
!
i
||
r
[
1
]
>
i
[
0
]
&&
r
[
1
]
<
i
[
3
])){
c
.
label
=
r
[
1
];
break
}
if
(
6
===
r
[
0
]
&&
c
.
label
<
i
[
1
]){
c
.
label
=
i
[
1
],
i
=
r
;
break
}
if
(
i
&&
c
.
label
<
i
[
2
]){
c
.
label
=
i
[
2
],
c
.
ops
.
push
(
r
);
break
}
i
[
2
]
&&
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
}
r
=
e
.
call
(
t
,
c
)}
catch
(
a
){
r
=
[
6
,
a
],
n
=
0
}
finally
{
o
=
i
=
0
}
if
(
5
&
r
[
0
])
throw
r
[
1
];
return
{
value
:
r
[
0
]?
r
[
1
]:
void
0
,
done
:
!
0
}}},
r
=
this
&&
this
.
__spreadArrays
||
function
(){
for
(
var
t
=
0
,
e
=
0
,
o
=
arguments
.
length
;
e
<
o
;
e
++
)
t
+=
arguments
[
e
].
length
;
var
n
=
Array
(
t
),
i
=
0
;
for
(
e
=
0
;
e
<
o
;
e
++
)
for
(
var
r
=
arguments
[
e
],
c
=
0
,
a
=
r
.
length
;
c
<
a
;
c
++
,
i
++
)
n
[
i
]
=
r
[
c
];
return
n
};
function
c
(
t
,
e
){
return
Math
.
floor
(
Math
.
random
()
*
(
e
-
t
))
+
t
}
Object
.
defineProperty
(
o
,
"__esModule"
,{
value
:
!
0
}),
o
.
getUrlParam
=
o
.
getProbability
=
o
.
getRandomArrayElements
=
o
.
randomNum
=
o
.
loadGameResources
=
o
.
numToChinese
=
o
.
set16ToRgb
=
o
.
waitTime
=
void
0
,
o
.
waitTime
=
function
(
t
){
return
new
Promise
(
function
(
e
){
return
setTimeout
(
e
,
t
)})},
o
.
set16ToRgb
=
function
(
t
){
if
(
t
&&
/^#
([
0-9A-Fa-f
]{3}
|
[
0-9A-Fa-f
]{6})
$/
.
test
(
t
)){
var
e
=
t
.
toLowerCase
().
replace
(
/
\#
/g
,
""
),
o
=
e
.
length
;
if
(
3
==
o
){
for
(
var
n
=
""
,
i
=
0
;
i
<
o
;
i
++
)
n
+=
e
.
slice
(
i
,
i
+
1
).
concat
(
e
.
slice
(
i
,
i
+
1
));
e
=
n
}
var
r
=
[];
for
(
i
=
0
;
i
<
6
;
i
+=
2
){
var
c
=
e
.
slice
(
i
,
i
+
2
);
r
.
push
(
parseInt
(
"0x"
+
c
))}
return
r
}},
o
.
numToChinese
=
function
(
t
){
return
[
"
\
u96f6"
,
"
\
u4e00"
,
"
\
u4e8c"
,
"
\
u4e09"
,
"
\
u56db"
,
"
\
u4e94"
,
"
\
u516d"
,
"
\
u4e03"
,
"
\
u516b"
,
"
\
u4e5d"
,
"
\
u5341"
][
t
]},
o
.
loadGameResources
=
function
(){
return
n
(
void
0
,
void
0
,
void
0
,
function
(){
return
i
(
this
,
function
(){
return
[
2
,
new
Promise
(
function
(
t
){
cc
.
resources
.
preloadDir
(
"images"
,
cc
.
SpriteFrame
,
function
(
e
,
o
){
console
.
log
(
"111"
,
o
),
t
(
o
,
e
)})})]})})},
o
.
randomNum
=
c
,
o
.
getRandomArrayElements
=
function
(
t
,
e
){
if
(
t
.
length
<=
e
)
return
t
;
for
(
var
o
,
n
,
i
=
t
.
slice
(
0
),
r
=
t
.
length
,
c
=
r
-
e
;
r
--
>
c
;)
o
=
i
[
n
=
(
r
+
1
)
*
Math
.
random
()
>>
0
],
i
[
n
]
=
i
[
r
],
i
[
r
]
=
o
;
return
i
.
slice
(
c
)},
o
.
getProbability
=
function
(
t
){
return
r
(
Array
(
100
-
t
).
fill
(
!
1
),
Array
(
t
).
fill
(
!
0
))[
Math
.
floor
(
c
(
0
,
99
))]},
o
.
getUrlParam
=
function
(
t
){
var
e
=
window
.
location
.
search
,
o
=
e
.
slice
(
1
).
match
(
new
RegExp
(
"(^|&)"
+
t
+
"=([^&]*)(&|$)"
,
"i"
));
return
e
.
length
?
o
&&
o
[
2
]:
null
},
cc
.
_RF
.
pop
()},{}]},{},[
"BitText"
,
"FitSprite"
,
"Matrix"
,
"Svga"
,
"SvgaEvent"
,
"SvgaTrack"
,
"interface"
,
"loadSvga"
,
"GameConfig"
,
"GameScene"
,
"ImgFixedSize"
,
"block"
,
"blockManager"
,
"exportEvent"
,
"miniBlock"
,
"propPool"
,
"utils"
]);
\ No newline at end of file
build/web-mobile/index.html
View file @
2f9e4436
...
...
@@ -40,7 +40,7 @@
<!-- <script src="//yun.duiba.com.cn/db_games/libs0924/svgaParser.minWeb.js" crossorigin="anonymous"></script>-->
<link
rel=
"stylesheet"
type=
"text/css"
href=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1685065
659613
/style-mobile.css"
/>
<link
rel=
"stylesheet"
type=
"text/css"
href=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1685065
827889
/style-mobile.css"
/>
<style>
...
...
@@ -90,9 +90,9 @@
</div>
</div>
<script
src=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1685065
659613
/src/settings.js"
charset=
"utf-8"
></script>
<script
src=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1685065
827889
/src/settings.js"
charset=
"utf-8"
></script>
<script
src=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1685065
659613
/main.js"
charset=
"utf-8"
></script>
<script
src=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1685065
827889
/main.js"
charset=
"utf-8"
></script>
<script
type=
"text/javascript"
>
(
function
()
{
...
...
build/web-mobile/main.js
View file @
2f9e4436
window
.
__remoteUrl__
=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1685065
659613
/"
;
window
.
__remoteUrl__
=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1685065
827889
/"
;
window
.
__remoteAssets__
=
window
.
__remoteUrl__
+
"assets/"
;
window
.
__version__
=
1685065
659613
;
window
.
__version__
=
1685065
827889
;
window
.
__ENV__
=
"prod"
;
window
.
boot
=
function
()
{
...
...
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