Commit 4d051813 authored by 熊东起's avatar 熊东起

aa

parent 08fbade8
...@@ -14,3 +14,4 @@ import {...} from '@spark/compoundFish' ...@@ -14,3 +14,4 @@ import {...} from '@spark/compoundFish'
## Publish ## Publish
`npm run pub` `npm run pub`
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...@@ -9,8 +9,8 @@ export class GameStage extends GAME.WidgetBase { ...@@ -9,8 +9,8 @@ export class GameStage extends GAME.WidgetBase {
private async _setup() { private async _setup() {
await loadSpine([ await loadSpine([
"//yun.duiba.com.cn/aurora/assets/6e7380da60c7b6ea1a2cf4d632c8acd2344bfa61.spi", "//yun.duiba.com.cn/aurora/assets/d9d572f862ca57f72bea13b42ec06d1b4eaeffa4.spi",
"//yun.duiba.com.cn/aurora/assets/b3be7191bda93fd1006dfdb5c0a349765634f026.spi" "//yun.duiba.com.cn/aurora/assets/d9d572f862ca57f72bea13b42ec06d1b4eaeffa4.spi"
]); ]);
// await loadSpineOnce("//yun.duiba.com.cn/aurora/assets/210e9484fce76f282f7bc6f99f985e589062cd46.spi"); // await loadSpineOnce("//yun.duiba.com.cn/aurora/assets/210e9484fce76f282f7bc6f99f985e589062cd46.spi");
const gameIndex = new GameIndex(); const gameIndex = new GameIndex();
......
import { timer } from './game.type';
/** /**
* Created by _xdq on 2021/10/09. * Created by _xdq on 2021/10/09.
* 鱼 * 鱼
...@@ -36,7 +37,7 @@ export class Fish extends GAME.Container { ...@@ -36,7 +37,7 @@ export class Fish extends GAME.Container {
/** 等级 */ /** 等级 */
private _level: number = 0; private _level: number = 0;
/** 碰撞半径 */ /** 碰撞半径 */
public R: number = 50; public R: number = 50 * 0.85;
/** 本次是否改变方向 */ /** 本次是否改变方向 */
public isChangeDir: boolean = false; public isChangeDir: boolean = false;
/** 等级文字框 */ /** 等级文字框 */
...@@ -46,7 +47,7 @@ export class Fish extends GAME.Container { ...@@ -46,7 +47,7 @@ export class Fish extends GAME.Container {
/** 鱼的状态 */ /** 鱼的状态 */
public fishStatus: FishStatus = FishStatus.common; public fishStatus: FishStatus = FishStatus.common;
/** 每秒产生的鱼币 */ /** 每秒产生的鱼币 */
private _production: number = 1; private _production: number = 0;
/** 上浮的金币 */ /** 上浮的金币 */
private floatCoin: Graphics = null; private floatCoin: Graphics = null;
/** 动效 */ /** 动效 */
...@@ -63,6 +64,8 @@ export class Fish extends GAME.Container { ...@@ -63,6 +64,8 @@ export class Fish extends GAME.Container {
public fishName: string = "" public fishName: string = ""
/** 产量文字 */ /** 产量文字 */
private proText: TextField = null; private proText: TextField = null;
/** 动画 */
private aniClip: any = null;
get production(): number { get production(): number {
return this._production; return this._production;
...@@ -71,8 +74,6 @@ export class Fish extends GAME.Container { ...@@ -71,8 +74,6 @@ export class Fish extends GAME.Container {
set production(v: number) { set production(v: number) {
if (this._production == v) return; if (this._production == v) return;
this._production = v; this._production = v;
this.updateFloatCoin(); this.updateFloatCoin();
this.proText && (this.proText.text = `+${GUtils.changeUnit(v)}`); this.proText && (this.proText.text = `+${GUtils.changeUnit(v)}`);
} }
...@@ -82,15 +83,15 @@ export class Fish extends GAME.Container { ...@@ -82,15 +83,15 @@ export class Fish extends GAME.Container {
} }
public set horizontalDir(v: FishDir) { public set horizontalDir(v: FishDir) {
if(this._horizontalDir == v) return; if (this._horizontalDir == v) return;
this._horizontalDir = v; this._horizontalDir = v;
if (v === FishDir.right) { if (v === FishDir.right) {
this.scaleX = -1; this.scaleX = -0.85;
this.levelCon.scaleX = -1; this.levelCon.scaleX = -1;
this.floatCoin && (this.floatCoin.scaleX = -1); this.floatCoin && (this.floatCoin.scaleX = -1);
} else if (v === FishDir.left) { } else if (v === FishDir.left) {
this, this.scaleX = 1; this.scaleX = 0.85;
this.levelCon.scaleX = 1; this.levelCon.scaleX = 1;
this.floatCoin && (this.floatCoin.scaleX = 1); this.floatCoin && (this.floatCoin.scaleX = 1);
} }
...@@ -142,7 +143,7 @@ export class Fish extends GAME.Container { ...@@ -142,7 +143,7 @@ export class Fish extends GAME.Container {
levelCon.drawCircle(0, 0, 16); levelCon.drawCircle(0, 0, 16);
levelCon.endFill(); levelCon.endFill();
levelCon.endStroke(); levelCon.endStroke();
levelCon.position.set(60, 70); levelCon.position.set(35, 60);
this.levelCon = levelCon; this.levelCon = levelCon;
const leveltxt = getText(levelCon, "0", 20, "0xffffff", TEXT_ALIGN.CENTER, 40, -19, -10.5); const leveltxt = getText(levelCon, "0", 20, "0xffffff", TEXT_ALIGN.CENTER, 40, -19, -10.5);
...@@ -156,7 +157,7 @@ export class Fish extends GAME.Container { ...@@ -156,7 +157,7 @@ export class Fish extends GAME.Container {
/** 加载鱼动画 */ /** 加载鱼动画 */
async loadSpine() { async loadSpine() {
const spineDataSmall = await loadSpineOnce("//yun.duiba.com.cn/aurora/assets/6e7380da60c7b6ea1a2cf4d632c8acd2344bfa61.spi"); const spineDataSmall = await loadSpineOnce("//yun.duiba.com.cn/aurora/assets/d9d572f862ca57f72bea13b42ec06d1b4eaeffa4.spi");
if (this.spinePlayer) return; if (this.spinePlayer) return;
const spinePlayer = new Spine(spineDataSmall, false); const spinePlayer = new Spine(spineDataSmall, false);
...@@ -166,7 +167,9 @@ export class Fish extends GAME.Container { ...@@ -166,7 +167,9 @@ export class Fish extends GAME.Container {
this.addChild(spinePlayer); this.addChild(spinePlayer);
spinePlayer.position.set(0, 60); spinePlayer.position.set(0, 60);
spinePlayer.setSkin(this.level + ""); spinePlayer.setSkin(this.level + "");
spinePlayer.animationManager.showAni('animation', 0); // spinePlayer.animationManager.showAni('animation', 0);
// spinePlayer.setSkin("2"); // spinePlayer.setSkin("2");
// spinePlayer.animationManager.showAni('qingnian', 0); // spinePlayer.animationManager.showAni('qingnian', 0);
} }
...@@ -183,8 +186,10 @@ export class Fish extends GAME.Container { ...@@ -183,8 +186,10 @@ export class Fish extends GAME.Container {
if (!this.spinePlayer) if (!this.spinePlayer)
await this.initUi(); await this.initUi();
if (this.level > 24) { let spiStr = this.level > 24 ? "//yun.duiba.com.cn/aurora/assets/850b54a695922273b0ec12af26838222495967fb.spi" :
const spineDataBig = await loadSpineOnce("//yun.duiba.com.cn/aurora/assets/b3be7191bda93fd1006dfdb5c0a349765634f026.spi"); "//yun.duiba.com.cn/aurora/assets/d9d572f862ca57f72bea13b42ec06d1b4eaeffa4.spi";
const spineDataBig = await loadSpineOnce(spiStr);
this.removeChild(this.spinePlayer); this.removeChild(this.spinePlayer);
const spinePlayer = new Spine(spineDataBig, false); const spinePlayer = new Spine(spineDataBig, false);
this.spinePlayer = spinePlayer; this.spinePlayer = spinePlayer;
...@@ -192,9 +197,39 @@ export class Fish extends GAME.Container { ...@@ -192,9 +197,39 @@ export class Fish extends GAME.Container {
// console.log(spinePlayer.skinNames); // console.log(spinePlayer.skinNames);
this.addChild(spinePlayer); this.addChild(spinePlayer);
spinePlayer.position.set(0, 60); spinePlayer.position.set(0, 60);
spinePlayer.animationManager.showAni('qingnian', 0);
// this.level > 24 ? spinePlayer.animationManager.showAni('qingnian', 0) : spinePlayer.animationManager.showAni('animation', 0);
if (this.level > 24) {
let aniClip1 = spinePlayer.animationManager.showAni('qingnian2');
this.aniClip = aniClip1;
spinePlayer.position.set(0, 60);
// aniClip1.stop();
// console.log("时间---",aniClip1.totalTime)
aniClip1.startAniRange(GUtils.getRandom(0, 0.5), aniClip1.totalTime, 0);
} else {
let aniClip2 = spinePlayer.animationManager.showAni('biyan');
spinePlayer.position.set(-20, 80);
// spinePlayer.animationManager.stop();
this.aniClip = aniClip2;
// aniClip2.stop();
aniClip2.startAniRange(GUtils.getRandom(0, 0.5), aniClip2.totalTime, 0);
} }
// if(data.isCall){
// this.onRemoveAni();
// }
// this.onRemoveAni();
// this.addChild(this.compoundAni); // this.addChild(this.compoundAni);
this.compoundAni.visible = false; this.compoundAni.visible = false;
this.addChild(this.levelCon); this.addChild(this.levelCon);
...@@ -217,7 +252,7 @@ export class Fish extends GAME.Container { ...@@ -217,7 +252,7 @@ export class Fish extends GAME.Container {
/** 刷新头顶鱼币 */ /** 刷新头顶鱼币 */
private updateFloatCoin() { private updateFloatCoin() {
// console.log("更新鱼币-----999999>>>>>>>>>");
if (this.floatCoin) { if (this.floatCoin) {
TWEEN.removeTweens(this.floatCoin); TWEEN.removeTweens(this.floatCoin);
this.removeChild(this.floatCoin); this.removeChild(this.floatCoin);
...@@ -240,16 +275,21 @@ export class Fish extends GAME.Container { ...@@ -240,16 +275,21 @@ export class Fish extends GAME.Container {
this.floatCoin.alpha = 0; this.floatCoin.alpha = 0;
if (this.horizontalDir === FishDir.right) { if (this.horizontalDir === FishDir.right) {
this.scaleX = -0.85;
this.floatCoin && (this.floatCoin.scaleX = -1); this.floatCoin && (this.floatCoin.scaleX = -1);
this.levelCon && (this.levelCon.scaleX = -1);
} else if (this.horizontalDir === FishDir.left) { } else if (this.horizontalDir === FishDir.left) {
this.scaleX = 0.85;
this.floatCoin && (this.floatCoin.scaleX = 1); this.floatCoin && (this.floatCoin.scaleX = 1);
this.levelCon && (this.levelCon.scaleX = 1);
} }
TWEEN.get(this, { loop: false }) TWEEN.get(this.floatCoin, { loop: false },null,true)
.wait(GUtils.getRandom(4000, 0)) .wait(GUtils.getRandom(4000, 0))
.call(() => { .call(() => {
this.floatCoin && TWEEN.get(this.floatCoin, { loop: true }) TWEEN.removeTweens(this.floatCoin);
this.floatCoin && TWEEN.get(this.floatCoin, { loop: true },null,true)
.set({ y: originY, alpha: 1 }) .set({ y: originY, alpha: 1 })
.to({ y: originY - 40, alpha: 0.1 }, 1000) .to({ y: originY - 40, alpha: 0.1 }, 1000)
.set({ y: originY, alpha: 0 }) .set({ y: originY, alpha: 0 })
...@@ -262,19 +302,34 @@ export class Fish extends GAME.Container { ...@@ -262,19 +302,34 @@ export class Fish extends GAME.Container {
showCanCompoundAni() { showCanCompoundAni() {
if (this.compoundAni && this.compoundAni.visible) return; if (this.compoundAni && this.compoundAni.visible) return;
if (this.compoundAni) { if (this.compoundAni) {
this.addChild(this.compoundAni); // this.addChild(this.compoundAni);
this.compoundAni.visible = true; this.compoundAni.visible = true;
} else { } else {
// console.log("展示合成动画------>>>>>>")
this.compoundAni = this.addChild(new MovieClip(getAssetByUUID("round-light"))); this.compoundAni = this.addChild(new MovieClip(getAssetByUUID("round-light")));
this.compoundAni.position.set(-112, -70); this.compoundAni.position.set(-112, -70);
this.compoundAni.visible = true; this.compoundAni.visible = true;
} }
} }
/** 移除动画--闭眼 */
onRemoveAni() {
this.aniClip && this.aniClip.stop();
// window["aaa"] = this.aniClip;
}
/** 播放动画 */
onStartAni() {
this.aniClip && this.aniClip.stop();
this.aniClip && this.aniClip.startAniRange(GUtils.getRandom(0, 0.3), this.aniClip.totalTime, 0);
}
/** 移除 */ /** 移除 */
onRecyle() { onRecyle() {
try { try {
// console.log("移除鱼--------->>")
this.level = 0; this.level = 0;
this.fishId = ""; this.fishId = "";
this.price = 0; this.price = 0;
......
...@@ -6,9 +6,9 @@ export default class GameCfg { ...@@ -6,9 +6,9 @@ export default class GameCfg {
/** 鱼的数量 */ /** 鱼的数量 */
static MAX_FISH_COUNT: number = 12; static MAX_FISH_COUNT: number = 12;
/** 鱼的最大速度 */ /** 鱼的最大速度 */
static FISH_MAX_SPEED: number = 0.38; static FISH_MAX_SPEED: number = 0.28;
/** 鱼的最小速度 */ /** 鱼的最小速度 */
static FISH_MIN_SPEED: number = 0.22; static FISH_MIN_SPEED: number = 0.28;
/** 派发事件 -- 点击解锁 */ /** 派发事件 -- 点击解锁 */
static GAME_UN_LOCK: string = "game-unlock"; static GAME_UN_LOCK: string = "game-unlock";
/** 选中拖动的鱼 */ /** 选中拖动的鱼 */
......
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...@@ -73,7 +73,7 @@ const loadSpineData = async (url: string) => { ...@@ -73,7 +73,7 @@ const loadSpineData = async (url: string) => {
try { try {
GAME.loadSpine(url, (spineData: any) => { GAME.loadSpine(url, (spineData: any) => {
resolve(spineData); resolve(spineData);
console.log("9889",spineData) // console.log("9889",spineData)
}); });
} catch (error) { } catch (error) {
reject(error); reject(error);
......
...@@ -9,6 +9,10 @@ export class GUtils { ...@@ -9,6 +9,10 @@ export class GUtils {
static getRandom(max: number, min: number): number { static getRandom(max: number, min: number): number {
return Number((Math.random() * (max - min) + min).toFixed(2)); return Number((Math.random() * (max - min) + min).toFixed(2));
} }
/** 随机数 */
static getRandomInt(max: number, min: number): number {
return Math.floor((Math.random() * (max - min) + min));
}
/** 获取角度 */ /** 获取角度 */
static getAngle(dy: number, dx: number): number { static getAngle(dy: number, dx: number): number {
const angle = Math.atan2(dy, dx) / Math.PI * 180; const angle = Math.atan2(dy, dx) / Math.PI * 180;
......
...@@ -39,6 +39,8 @@ export default class WorkeSite extends Container { ...@@ -39,6 +39,8 @@ export default class WorkeSite extends Container {
private floatCoin: Graphics = null; private floatCoin: Graphics = null;
/** 上浮文字 */ /** 上浮文字 */
private floatText: TextField = null; private floatText: TextField = null;
/** 产量 */
private _production: number = 0;
public get workerStatus(): WorkerStatus { public get workerStatus(): WorkerStatus {
return this._workerStatus; return this._workerStatus;
} }
...@@ -108,7 +110,35 @@ export default class WorkeSite extends Container { ...@@ -108,7 +110,35 @@ export default class WorkeSite extends Container {
set workingFish(v: Fish) { set workingFish(v: Fish) {
if (this._workingFish == v) return; if (this._workingFish == v) return;
// console.log("打工台更新------");
this._workingFish = v; this._workingFish = v;
// setTimeout(() => {
// this.updateFloatCoin();
// });
}
get workingFish(): Fish {
return this._workingFish;
}
get production(): number {
return this._production;
}
set production(v: number) {
if (this._production == v) return;
this._production = v;
setTimeout(() => {
// console.log("99999==1111",v)
this.updateFloatCoin();
this.floatText && (this.floatText.text = `+${GUtils.changeUnit(v)}`);
})
}
updateFloatCoin() {
// console.log("99999==1111",this.workingFish.production)
//飘金币 //飘金币
if (this.floatCoin) { if (this.floatCoin) {
TWEEN.removeTweens(this.floatCoin); TWEEN.removeTweens(this.floatCoin);
...@@ -133,20 +163,15 @@ export default class WorkeSite extends Container { ...@@ -133,20 +163,15 @@ export default class WorkeSite extends Container {
this.floatCoin.alpha = 0; this.floatCoin.alpha = 0;
TWEEN.get(this, { loop: false }) TWEEN.get(this, { loop: false })
.wait(GUtils.getRandom(4000, 0)) .wait(GUtils.getRandom(2000, 0))
.call(() => { .call(() => {
this.floatCoin && TWEEN.get(this.floatCoin, { loop: true }) this.floatCoin && TWEEN.get(this.floatCoin, { loop: true })
.set({ y: originY, alpha: 1 }) .set({ y: originY, alpha: 1 })
.to({ y: originY - 20, alpha: 0.1 }, 800) .to({ y: originY - 20, alpha: 0.1 }, 800)
.set({ y: originY, alpha: 0 }) .set({ y: originY, alpha: 0 })
.wait(4000); .wait(2000);
}); });
} }
}
get workingFish(): Fish {
return this._workingFish;
} }
......
...@@ -6,6 +6,8 @@ export type FishType = { [key: string]: number }; ...@@ -6,6 +6,8 @@ export type FishType = { [key: string]: number };
export type CommonType = { [key: string]: number }; export type CommonType = { [key: string]: number };
export type timer = typeof setInterval;
/** 对象池 */ /** 对象池 */
export const fishPoolName = "fish-pool"; export const fishPoolName = "fish-pool";
...@@ -30,7 +32,8 @@ export interface FishOptions { ...@@ -30,7 +32,8 @@ export interface FishOptions {
dir: { [key: string]: FishDir } dir: { [key: string]: FishDir }
production: number, production: number,
price: number, price: number,
fishName: string fishName: string,
isCall?: boolean
} }
/** 打工状态 */ /** 打工状态 */
......
...@@ -27,7 +27,13 @@ function App() { ...@@ -27,7 +27,13 @@ function App() {
function onReady(widget) { function onReady(widget) {
console.log('CanvasWidget ready!') console.log('CanvasWidget ready!')
document.body.addEventListener(
'touchmove',
function (e) {
e.preventDefault();
},
{ passive: false }
);
} }
/** /**
......
#root {
position: fixed;
width: 100vw;
height: 100vh;
}
body{
position: fixed;
width: 100vw;
height: 100vh;
}
.App { .App {
position: fixed; position: fixed;
width: 100%; width: 100vw;
height: 100%; height: 100vh;
label{ label{
display: flex; display: flex;
...@@ -10,13 +22,28 @@ ...@@ -10,13 +22,28 @@
} }
.canvas-widget { .canvas-widget {
position: fixed;
top: 0;
left: 0;
width: 100%; width: 100%;
height: 100%; height: 100%;
canvas{
position: fixed;
top: 0;
left: 0;
bottom: 0;
right: 0;
width: 100%;
height: 100%;
}
} }
.control-bar { .control-bar {
position: absolute; position: fixed;
right: 10px; top: 0;
bottom: 10px; left: 0;
// position: absolute;
// right: 10px;
// bottom: 10px;
} }
} }
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