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张泽禹
GameDemo
Commits
0b932c22
Commit
0b932c22
authored
Nov 18, 2021
by
ZhangZeyu
Browse files
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Plain Diff
feat: 增加功能
parent
8f546ac3
Changes
2
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Showing
2 changed files
with
115 additions
and
24 deletions
+115
-24
TimeLabel.ts
src/components/TimeLabel.ts
+39
-0
Flop.ts
src/game/Flop.ts
+76
-24
No files found.
src/components/TimeLabel.ts
0 → 100644
View file @
0b932c22
import
{
Scene
}
from
"../../module/views/Scene"
;
export
class
TimeLabel
extends
Scene
{
scoreboard
:
FYGE
.
Sprite
;
scoreNum
:
FYGE
.
TextField
;
_time
:
number
=
120
constructor
()
{
super
();
this
.
initUi
();
}
initUi
()
{
let
scoreboard
=
this
.
scoreboard
=
this
.
addChild
(
FYGE
.
Sprite
.
fromUrl
(
'//yun.duiba.com.cn/spark/assets/8588b2dfa42606fa9e4f82be76baad83fa522a87.png'
));
scoreboard
.
width
=
315
scoreboard
.
height
=
125
scoreboard
.
x
=
220
;
let
scoreNum
=
this
.
scoreNum
=
new
FYGE
.
TextField
();
scoreNum
.
textWidth
=
315
;
scoreNum
.
x
=
220
scoreNum
.
y
=
50
scoreNum
.
fillColor
=
'#ae4025'
;
scoreNum
.
textAlign
=
FYGE
.
TEXT_ALIGN
.
CENTER
;
scoreNum
.
size
=
60
;
scoreNum
.
text
=
`
${
this
.
_time
}
`
this
.
addChild
(
scoreboard
)
this
.
addChild
(
scoreNum
)
this
.
reset
();
}
set
time
(
value
)
{
this
.
_time
=
value
<
0
?
120
:
value
;
this
.
scoreNum
.
text
=
`
${
this
.
_time
}
`
}
reset
()
{
this
.
time
=
120
;
}
}
\ No newline at end of file
src/game/Flop.ts
View file @
0b932c22
import
createCutTextures
from
'../utils/createCutTextures'
import
{
Scene
}
from
"../../module/views/Scene"
;
import
{
TimeLabel
}
from
'../components/TimeLabel'
const
PIC_ARR
=
[
"//yun.duiba.com.cn/spark/assets/cda7f4b1bd8d6e27cdcfd86f145b66b3dc478402.png"
,
"//yun.duiba.com.cn/spark/assets/22950e2c20abdc8e06fd0844d6f680e760915ac8.png"
,
"//yun.duiba.com.cn/spark/assets/1ebb37cb30c7f2c0251b04e950c76eb7a519646a.jpeg"
,
]
export
class
Flop
extends
Scene
{
private
_timeLabel
:
TimeLabel
;
constructor
()
{
super
();
}
...
...
@@ -8,10 +16,12 @@ export class Flop extends Scene {
async
start
()
{
super
.
start
();
let
timer
;
let
time
:
number
=
120
;
let
picArr
=
PIC_ARR
const
bigContainer
=
new
FYGE
.
Sprite
();
this
.
addChild
(
bigContainer
);
// 开始游戏按钮
let
countDown
=
new
FYGE
.
TextField
();
countDown
.
fillColor
=
"#ff0000"
;
...
...
@@ -34,34 +44,45 @@ export class Flop extends Scene {
}
return
list
;
};
const
bigImg
=
FYGE
.
Sprite
.
fromUrl
(
'//yun.duiba.com.cn/spark/assets/22950e2c20abdc8e06fd0844d6f680e760915ac8.png'
)
bigImg
.
position
.
x
=
0
;
bigImg
.
position
.
y
=
800
;
let
nnn
=
null
const
GAME_SIZE
=
3
;
const
INIT_DATA
:
any
=
fill
(
GAME_SIZE
*
GAME_SIZE
);
//数据为图片id,从0开始(图片索引)
let
gamedata
=
JSON
.
parse
(
JSON
.
stringify
(
INIT_DATA
))
;
let
picUnit
let
PIC_DISPLAY_LIST
// 切图
await
createCutTextures
(
'//yun.duiba.com.cn/spark/assets/22950e2c20abdc8e06fd0844d6f680e760915ac8.png'
,
4
,
4
).
then
((
res
)
=>
{
async
function
getImageData
(
picdata
)
{
console
.
log
(
'====>getImageData'
);
await
createCutTextures
(
picdata
,
3
,
3
).
then
((
res
)
=>
{
console
.
log
(
res
,
'====>res'
);
PIC_URLS
=
res
})
this
.
addChild
(
bigImg
)
const
picUnit
=
new
FYGE
.
Sprite
(
PIC_URLS
[
0
])
picUnit
=
new
FYGE
.
Sprite
(
PIC_URLS
[
0
])
PIC_SIZE
=
picUnit
.
width
;
//图片宽
const
GAME_SIZE
=
4
;
const
INIT_DATA
:
any
=
fill
(
GAME_SIZE
*
GAME_SIZE
);
//数据为图片id,从0开始(图片索引)
console
.
log
(
"INIT_DATA"
,
INIT_DATA
);
//图片视图数据(列表)
PIC_DISPLAY_LIST
=
INIT_DATA
.
map
((
data
)
=>
new
FYGE
.
Sprite
(
PIC_URLS
[
data
])
);
}
await
getImageData
(
picArr
[
0
])
let
gamedata
=
JSON
.
parse
(
JSON
.
stringify
(
INIT_DATA
));
// gamedata.shuffle();
// 开始游戏按钮
let
startBtn
=
new
FYGE
.
TextField
();
startBtn
.
fillColor
=
"#ff0000"
;
startBtn
.
text
=
"开始游戏"
;
startBtn
.
size
=
50
;
startBtn
.
x
=
2
5
0
;
startBtn
.
x
=
2
8
0
;
startBtn
.
y
=
700
;
startBtn
.
addEventListener
(
FYGE
.
MouseEvent
.
MOUSE_DOWN
,
()
=>
{
clearInterval
(
timer
);
timeOut
()
console
.
log
(
bigContainer
,
'bigContainer'
);
bigContainer
.
removeAllChildren
();
gamedata
.
shuffle
();
renderGame
();
...
...
@@ -70,6 +91,9 @@ export class Flop extends Scene {
);
this
.
addChild
(
startBtn
);
let
timeLabel
=
this
.
_timeLabel
=
new
TimeLabel
()
timeLabel
.
y
=
900
this
.
addChild
(
timeLabel
)
function
getIndex
(
row
,
col
,
maxCol
)
{
let
index
;
index
=
row
*
maxCol
+
col
;
...
...
@@ -95,6 +119,22 @@ export class Flop extends Scene {
currentPic
.
y
=
currPicOriginPos
.
y
+
mouseOffsetY
;
};
const
timeOut
=
()
=>
{
if
(
time
>
1
)
{
timer
=
setInterval
(()
=>
{
if
(
time
>=
0
)
{
time
--
;
this
.
_timeLabel
.
time
=
time
;
}
else
{
clearInterval
(
timer
);
}
},
1000
);
}
else
{
countDown
.
text
=
""
;
}
}
const
onMouseUp_pic
=
async
()
=>
{
//鼠标抬起后应该移出舞台移动事件,否则会重复添加事件
this
.
stage
.
removeEventListener
(
...
...
@@ -119,11 +159,25 @@ export class Flop extends Scene {
dropPic
.
x
=
currPicOriginPos
.
x
;
dropPic
.
y
=
currPicOriginPos
.
y
;
setTimeout
(()
=>
{
setTimeout
(
async
()
=>
{
if
(
equalTo
(
INIT_DATA
,
gamedata
))
{
console
.
log
(
picArr
,
'=====>picArr'
);
if
(
picArr
.
length
===
1
)
{
confirm
(
"您已通关,是否重新开始"
)
?
picArr
=
PIC_ARR
:
this
.
removeChildren
()
return
}
alert
(
"赢了"
);
bigContainer
.
removeChildren
()
await
getImageData
(
picArr
.
splice
(
1
,
1
))
gamedata
.
shuffle
();
renderGame
();
}
}
,
100
);
});
};
const
onMouseDown_picItem
=
(
event
:
FYGE
.
MouseEvent
)
=>
{
...
...
@@ -140,13 +194,9 @@ export class Flop extends Scene {
//event事件对象
startPoint
=
{
x
:
event
.
stageX
,
y
:
event
.
stageY
};
currPicOriginPos
=
{
x
:
currentPic
.
x
,
y
:
currentPic
.
y
};
this
.
addChild
(
currentPic
);
//把当前图片移动到最上层
bigContainer
.
addChild
(
currentPic
);
//把当前图片移动到最上层
};
//图片视图数据(列表)
const
PIC_DISPLAY_LIST
=
INIT_DATA
.
map
((
data
)
=>
new
FYGE
.
Sprite
(
PIC_URLS
[
data
])
);
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
++
)
{
...
...
@@ -178,6 +228,8 @@ export class Flop extends Scene {
//生成游戏
const
renderGame
=
()
=>
{
console
.
log
(
gamedata
,
'=====>gamedata'
);
gamedata
.
map
((
data
,
index
)
=>
{
const
picItem
=
bigContainer
.
addChild
(
getPicDisplayById
(
data
));
const
col
=
index
%
GAME_SIZE
;
...
...
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