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wildfirecode13
jiquan_pintu
Commits
ffe30319
Commit
ffe30319
authored
Nov 19, 2021
by
谌继荃
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缓动动画
parent
6b040c15
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6 changed files
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262 deletions
+68
-262
bundle.js
dist/bundle.js
+2
-2
bundle.js
public/bundle.js
+2
-2
drag.ts
src/drag.ts
+0
-256
main.ts
src/main.ts
+2
-2
svga.ts
src/svga.ts
+7
-0
tween.ts
src/tween.ts
+55
-0
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dist/bundle.js
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ffe30319
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public/bundle.js
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ffe30319
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src/drag.ts
deleted
100644 → 0
View file @
6b040c15
import
{
equalTo
,
fill
,
shuffle
,
swap
,
getIndex
}
from
"./util"
;
import
{
GAME_SIZE
,
GAME_SIZE2
,
PIC_URLS
}
from
"./gameconfig"
;
export
const
addDragDemo
=
(
stage
:
FYGE
.
Stage
)
=>
{
let
startGameText
=
"开始游戏"
;
let
startFlag
=
false
;
let
goneStep
=
0
;
let
gameDuration
=
60
;
let
timer
=
null
;
const
gameWrapper
=
new
FYGE
.
Sprite
();
let
startGame
=
new
FYGE
.
TextField
();
let
goneStepText
=
new
FYGE
.
TextField
();
let
countDownText
=
new
FYGE
.
TextField
();
stage
.
addChild
(
gameWrapper
);
const
onShuffle
=
()
=>
{
shuffle
(
gamedata
);
// 随机到正确答案后应该再随机一次
if
(
equalTo
(
INIT_DATA
,
gamedata
))
{
shuffle
(
gamedata
);
}
};
const
reset
=
()
=>
{
goneStep
=
0
;
gameDuration
=
60
;
clearInterval
(
timer
);
timer
=
null
;
stage
.
removeChildren
(
countDownText
,
goneStepText
);
startFlag
=
true
;
startGameText
=
"重新开始"
;
};
const
onStartGame
=
()
=>
{
// 清除点击事件
startGame
.
removeEventListener
(
FYGE
.
MouseEvent
.
CLICK
,
onStartGame
,
this
);
console
.
log
(
"startGameText"
,
startGameText
);
reset
();
renderGoneStep
();
countDown
();
onShuffle
();
//打乱图片,后续需要和INIT_DATA做对比
renderGame
();
addStartGameBtn
();
};
// 开始游戏按钮
const
addStartGameBtn
=
()
=>
{
startGame
.
text
=
startGameText
;
startGame
.
fillColor
=
"#000000"
;
startGame
.
size
=
50
;
startGame
.
x
=
250
;
startGame
.
y
=
700
;
startGame
.
addEventListener
(
FYGE
.
MouseEvent
.
CLICK
,
onStartGame
,
this
);
stage
.
addChild
(
startGame
);
};
addStartGameBtn
();
// 当前已走
const
renderGoneStep
=
()
=>
{
if
(
goneStep
>
0
)
{
goneStepText
.
text
=
`当前已走
${
goneStep
}
步`
;
goneStepText
.
fillColor
=
"#000000"
;
goneStepText
.
size
=
50
;
goneStepText
.
x
=
225
;
goneStepText
.
y
=
800
;
stage
.
addChild
(
goneStepText
);
}
};
renderGoneStep
();
const
countDown
=
()
=>
{
timer
=
setInterval
(
async
()
=>
{
if
(
gameDuration
===
0
)
{
clearInterval
(
timer
);
timer
=
null
;
startFlag
=
false
;
alert
(
"游戏结束"
);
stage
.
removeChild
(
countDownText
);
}
else
{
gameDuration
-=
1
;
renderCountDown
();
}
},
1000
);
};
// 倒计时
const
renderCountDown
=
()
=>
{
countDownText
.
text
=
`还剩
${
gameDuration
}
s`
;
countDownText
.
fillColor
=
"#000000"
;
countDownText
.
size
=
50
;
countDownText
.
x
=
275
;
countDownText
.
y
=
900
;
stage
.
addChild
(
countDownText
);
};
const
INIT_DATA
:
any
=
fill
(
GAME_SIZE
*
GAME_SIZE2
);
//数据为图片id,从0开始(图片索引)
let
gamedata
=
JSON
.
parse
(
JSON
.
stringify
(
INIT_DATA
));
//深拷贝
console
.
log
(
"初始打乱的图片数据"
,
gamedata
.
map
((
i
)
=>
i
+
1
)
);
//鼠标按下起始点
let
startPoint
;
//图片起始位置
let
currPicOriginPos
;
// DisplayObject 显示对象类。
let
currentPic
:
FYGE
.
DisplayObject
;
const
PIC_SIZE
=
200
;
const
GAP
=
2
;
const
onStageMove
=
(
event
:
FYGE
.
MouseEvent
)
=>
{
//鼠标当前位置
const
currentPoint
=
{
x
:
event
.
stageX
,
y
:
event
.
stageY
};
//鼠标按下点到鼠标当前点的偏移量
let
mouseOffsetX
=
currentPoint
.
x
-
startPoint
.
x
;
let
mouseOffsetY
=
currentPoint
.
y
-
startPoint
.
y
;
currentPic
.
x
=
currPicOriginPos
.
x
+
mouseOffsetX
;
currentPic
.
y
=
currPicOriginPos
.
y
+
mouseOffsetY
;
};
const
onMouseUp_pic
=
()
=>
{
//鼠标抬起后应该移出舞台移动事件,否则会重复添加事件
gameWrapper
.
stage
.
removeEventListener
(
FYGE
.
MouseEvent
.
MOUSE_MOVE
,
onStageMove
,
this
);
const
picCenterX
=
currentPic
.
x
+
PIC_SIZE
/
2
;
const
picCenterY
=
currentPic
.
y
+
PIC_SIZE
/
2
;
const
dropCol
=
Math
.
floor
(
picCenterX
/
PIC_SIZE
);
const
dropRow
=
Math
.
floor
(
picCenterY
/
PIC_SIZE
);
const
dropIndex
=
getIndex
(
dropRow
,
dropCol
,
GAME_SIZE
);
console
.
log
(
"drop index"
,
dropIndex
);
const
dropId
=
gamedata
[
dropIndex
];
const
dropPic
=
getPicDisplayById
(
dropId
);
const
currentPicId
=
getPicId
(
currentPic
);
const
currentPicIndex
=
gamedata
.
indexOf
(
currentPicId
);
console
.
log
(
"currentPicIndex"
,
currentPicIndex
);
console
.
log
(
"dropPic"
,
dropPic
);
if
(
dropPic
?.
x
>=
0
)
{
console
.
log
(
"上一个数据"
,
gamedata
.
map
((
i
)
=>
i
+
1
)
);
swap
(
currentPicIndex
,
dropIndex
,
gamedata
);
console
.
log
(
"交换后的数据"
,
gamedata
.
map
((
i
)
=>
i
+
1
)
);
currentPic
.
x
=
dropPic
.
x
;
currentPic
.
y
=
dropPic
.
y
;
dropPic
.
x
=
currPicOriginPos
.
x
;
dropPic
.
y
=
currPicOriginPos
.
y
;
if
(
equalTo
(
INIT_DATA
,
gamedata
))
{
setTimeout
(()
=>
{
alert
(
"恭喜你拼图成功了!"
);
clearInterval
(
timer
);
timer
=
null
;
stage
.
removeChildren
(
countDownText
);
},
300
);
}
else
{
goneStep
++
;
renderGoneStep
();
}
}
else
{
FYGE
.
Tween
.
get
(
currentPic
).
to
(
{
x
:
currPicOriginPos
.
x
,
y
:
currPicOriginPos
.
y
},
200
);
// setTimeout(() => {
// alert("错误");
// currentPic.x = currPicOriginPos.x;
// currentPic.y = currPicOriginPos.y;
// }, 100);
}
};
const
onMouseDown_picItem
=
(
event
:
FYGE
.
MouseEvent
)
=>
{
// 没有开始游戏不让动
if
(
!
startFlag
)
{
return
;
}
currentPic
=
event
.
target
;
//图片鼠标弹起事件,事件触发一次即移除,否则会重复添加鼠标弹起事件
currentPic
.
once
(
FYGE
.
MouseEvent
.
MOUSE_UP
,
onMouseUp_pic
,
this
);
//添加舞台移动事件,鼠标移动即触发
//FYGE.MouseEvent.MOUSE_MOVE 会在鼠标移动过程中触发
gameWrapper
.
stage
.
addEventListener
(
FYGE
.
MouseEvent
.
MOUSE_MOVE
,
onStageMove
,
this
);
//event事件对象
//event.stageX,event.stageY当前鼠标在舞台的位置
//鼠标按下起始点
startPoint
=
{
x
:
event
.
stageX
,
y
:
event
.
stageY
};
//图片起始位置
currPicOriginPos
=
{
x
:
currentPic
.
x
,
y
:
currentPic
.
y
};
gameWrapper
.
addChild
(
currentPic
);
//把当前图片移动到最上层
};
const
PIC_DISPLAY_LIST
=
INIT_DATA
.
map
((
data
)
=>
FYGE
.
Sprite
.
fromUrl
(
PIC_URLS
[
data
])
);
//图片视图数据(列表)
const
getPicDisplayById
=
(
id
)
=>
PIC_DISPLAY_LIST
[
id
];
//获取视图数据方法
const
getPicId
=
(
picDisplay
)
=>
{
for
(
let
i
=
0
;
i
<
PIC_DISPLAY_LIST
.
length
;
i
++
)
{
const
element
=
PIC_DISPLAY_LIST
[
i
];
if
(
element
==
picDisplay
)
return
i
;
}
return
-
1
;
};
//你会看到用索引的好处
//生成游戏
const
renderGame
=
()
=>
{
gamedata
.
map
((
data
,
index
)
=>
{
const
picItem
=
gameWrapper
.
addChild
(
getPicDisplayById
(
data
));
const
col
=
index
%
GAME_SIZE
;
const
row
=
Math
.
floor
(
index
/
GAME_SIZE
);
picItem
.
x
=
col
*
(
PIC_SIZE
+
GAP
);
picItem
.
y
=
row
*
(
PIC_SIZE
+
GAP
);
//增加鼠标按下事件
picItem
.
addEventListener
(
FYGE
.
MouseEvent
.
MOUSE_DOWN
,
onMouseDown_picItem
,
this
);
return
picItem
;
});
};
renderGame
();
};
src/main.ts
View file @
ffe30319
import
{
add
DragDemo
}
from
"./drag
"
;
import
{
add
Tween
}
from
"./tween
"
;
var
canvas
:
any
=
document
.
getElementById
(
"canvas"
)
canvas
.
width
=
document
.
body
.
clientWidth
*
1
...
...
@@ -22,7 +22,7 @@ canvas.addEventListener('touchend', mouseEvent, false);
stage
.
addEventListener
(
FYGE
.
Event
.
INIT_STAGE
,
onInitStage
,
this
);
function
onInitStage
()
{
add
DragDemo
(
stage
);
add
Tween
(
stage
);
}
(
function
loop
()
{
...
...
src/svga.ts
0 → 100644
View file @
ffe30319
export
const
addSvga
=
(
stage
:
FYGE
.
Stage
)
=>
{
const
SvgaDemo
=
(
videoItem
:
SvgaParser
.
VideoEntity
)
=>
{
const
movie
=
new
FYGE
.
MovieClip
(
vi
)
};
SvgaDemo
(
e
);
};
src/tween.ts
0 → 100644
View file @
ffe30319
export
const
addTween
=
(
stage
:
FYGE
.
Stage
)
=>
{
// 开始游戏按钮
const
addTweenObjBtn
=
()
=>
{
let
shp
=
new
FYGE
.
Shape
();
shp
.
beginFill
(
0x00ff00
);
shp
.
drawRect
(
50
,
0
,
100
,
100
);
shp
.
endFill
();
stage
.
addChild
(
shp
);
const
tw
=
FYGE
.
Tween
.
get
(
shp
,
{
loop
:
true
});
tw
.
to
({
x
:
250
},
500
)
.
call
(()
=>
{
renderText
(
1
);
})
.
wait
(
100
)
.
to
({
y
:
250
},
500
)
.
call
(()
=>
{
renderText
(
2
);
})
.
wait
(
100
)
.
to
({
x
:
50
},
500
)
.
call
(()
=>
{
renderText
(
3
);
})
.
wait
(
100
)
.
to
({
y
:
50
},
500
)
.
call
(()
=>
{
renderText
(
4
);
})
.
wait
(
100
);
};
// addTweenObjBtn();
const
renderText
=
(
index
)
=>
{
console
.
log
(
"index"
,
index
);
};
//
const
addAnimation
=
()
=>
{
let
shp
=
new
FYGE
.
Shape
();
shp
.
beginFill
(
0x00ff00
);
shp
.
drawRect
(
50
,
0
,
200
,
400
);
shp
.
endFill
();
stage
.
addChild
(
shp
);
const
tw
=
FYGE
.
Tween
.
get
(
shp
,
{
loop
:
true
});
// 缓出 减速 FYGE.Ease.quadOut
// tw.set({ y: -200 }).to({ y: 200 }, 1000, FYGE.Ease.quartOut);
// 缓入 加速 FYGE.Ease.quartIn
// tw.set({ y: 200 }).to({ y: shp.stage.stageHeight }, 1000, FYGE.Ease.quartIn);
// 缓入缓出 标准曲线
// shp.rotation = -60;
tw
.
set
({
x
:
200
,
y
:
200
})
.
to
({
rotation
:
40
},
3000
,
FYGE
.
Ease
.
quartInOut
)
.
to
({
rotation
:
-
40
},
3000
,
FYGE
.
Ease
.
quartInOut
);
};
addAnimation
();
};
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