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				@@ -120,6 +120,9 @@ 
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				 	import boxingCountDown from '@/components/uni-count-down/uni-count-down.vue' 
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				+	import ActionJump from "@/util/util-js/action/jump.js" 
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				 	export default { 
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				 		components: { 
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				 			boxingCountDown 
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				@@ -177,13 +180,13 @@ 
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				 					jumpName: 'LEFT_ROTATE', 
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				 					jumpCode: 3, 
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				 					icon: 'rotateJump', 
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				-					scaleX: 1, 
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				+					scaleX: -1, 
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				 					bTrigger: false, 
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				 				}, { 
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				 					jumpName: 'RIGHT_ROTATE', 
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				 					jumpCode: 4, 
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				 					icon: 'rotateJump', 
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				-					scaleX: -1, 
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				+					scaleX: 1, 
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				 					bTrigger: false, 
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				 				}], 
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				 				spawnArray: [], 
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				@@ -225,7 +228,15 @@ 
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				 				bJumpPlay: false, 
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				 				jumpCalorie: 1000, 
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				-				jumpSpeed: 1000 
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				+				jumpSpeed: 1000, 
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				+ 
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				+				//硬件设备处理 
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				+				BLEAccIndex: 0, 
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				+				bJump: false, 
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				+				xA: 0, 
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				+				yA: 0, 
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				+				zA: 0, 
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				+				actionJumpObj: null 
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				 			} 
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				 		}, 
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				@@ -241,6 +252,41 @@ 
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				 			this.canvasW = this.SystemInfo.windowWidth; // 画布宽度 
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				 			this.canvasH = 114; 
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				+			// this.xA = 0; 
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				+			// this.yA = 0; 
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				+			// this.zA = 0; 
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				+			// this.bJump = false; 
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				+ 
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				+			_self.actionJumpObj = new ActionJump(); 
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				+ 
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				+			_self.actionJumpObj.addEventListener('resultant', (e) => { 
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				+				if (e.type == 'jump') { 
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				+					// this.jumpCount++; 
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				+					this.bJump = true; 
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				+				} else if (e.type == 'peakOfWave') {} else if (e.type == 'valleyOfWave') {} else if (e.type == 
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				+					'curAngle') { 
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				+					// if (e.value > 0) { 
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				+					//     this.rotate.rotation = 180; 
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				+					//     this.playerControScript.leftJump(); 
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				+					// } else { 
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				+					//     this.rotate.rotation = 0; 
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				+					//     this.playerControScript.rightJump(); 
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				+					// } 
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				+				} else if (e.type == 'rotate') { 
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				+ 
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				+				} else if (e.type == 'stateDataOfJump') { 
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				+					//发送给game,在game里面处理判断 
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				+					this.listenStateDataOfJump(e); 
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				+				} else if (e.type == 'bUpdateDraw') { 
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				+ 
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				+				} else if (e.type == 'stop') { 
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				+ 
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				+					this.onClearData(); 
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				+					console.log('stop'); 
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				+				} 
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				+ 
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				+ 
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				+			}) 
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				 		}, 
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				 		methods: { 
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				 			//load 相关图片 
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				@@ -352,7 +398,7 @@ 
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				 					if (_ranType >= 1) ran2 += 2; 
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				 					_newArray = _newArray.concat(_spawnList2[ran2]); 
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				-					console.log(_newArray); 
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				+					// console.log(_newArray); 
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				 					for (let i = 0; i < _newArray.length; i++) { 
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				 						this.spawnJumpPrefabsFromType(i, _newArray[i]); 
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				 					} 
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				@@ -395,17 +441,17 @@ 
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				 				this.onDraw(); 
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				 			}, 
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				-			spawnJumpPrefabsFromType(index,_jumpType) { 
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				+			spawnJumpPrefabsFromType(index, _jumpType) { 
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				 				//todo 生成的节点,后面再处理节奏问题。比如生成顺序 
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				-				for(let i=0;i<this.jumpTypeArray.length;i++){ 
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				-					if(this.jumpTypeArray[i].jumpCode == _jumpType){ 
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				+				for (let i = 0; i < this.jumpTypeArray.length; i++) { 
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				+					if (this.jumpTypeArray[i].jumpCode == _jumpType) { 
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				 						let _jumpPrefab = Object.assign({}, this.jumpTypeArray[i]); 
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				 						this.spawnArray.push(_jumpPrefab); 
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				 						break; 
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				 					} 
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				 				} 
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				-			 
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				+ 
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				 			}, 
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				 			spawnJumpPrefabs(index) { 
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				@@ -590,22 +636,25 @@ 
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				 			// update (dt) {} 
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				 			eliminateJumpPrefab(_jumpType) { 
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				-				//如果消除完,需要重新生成 
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				-				if (this.index >= this.spawnArray.length) return; 
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				 				let _temp = this.spawnArray[this.index]; 
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				-				_temp.bTrigger = true; 
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				-				this.index++; 
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				-				//绘制新触发状态 
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				-				this.onDraw(); 
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				 				//如果当前的跳类型和预制目标一样 
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				 				if (_jumpType == _temp.jumpCode) { 
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				+					_temp.bTrigger = true; 
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				+					this.index++; 
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				+					if (this.index >= this.spawnArray.length) { 
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				+						clearInterval(this.countdownInterval); 
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				+						this.countdownInterval = null; 
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				+						this.startJumpGame(); 
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				+					} else { 
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				+						//绘制新触发状态 
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				+						this.onDraw(); 
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				+					} 
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				 					//成功 
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				 					this.setEliminationCount(1); 
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				 				} else { 
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				 					//失误 
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				 					this.setFaultCount(1); 
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				 				} 
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				- 
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				 			}, 
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				 			//设置倒计时 
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				@@ -628,12 +677,209 @@ 
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				 			}, 
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				 			//控制播放 
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				 			onControllerPlay() { 
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				+				this.$emit("onControllerPlay"); 
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				 				this.bJumpPlay = !this.bJumpPlay; 
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				 				if (this.bJumpPlay) { 
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				 					this.startJumpGame(); 
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				 				} else { 
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				 					this.onClear(); 
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				 				} 
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				+			}, 
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				+ 
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				+			getCurrentJumpType() { 
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				+				let _temp = this.spawnArray[this.index];; 
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				+				return _temp.jumpCode; 
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				+			}, 
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				+ 
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				+			//监听跳的状态数据 
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				+			listenStateDataOfJump(data) { 
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				+				let _jumpType = this.getCurrentJumpType(); 
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				+				//初始全部默认状态 
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				+				let _tempState = [{ 
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				+						jumpName: 'NORMAL', 
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				+						jumpCode: 0, 
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				+						bTrigger: true, 
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				+						describe: '正常跳' 
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				+					}, 
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				+					{ 
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				+						jumpName: 'LEFT', 
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				+						jumpCode: 1, 
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				+						bTrigger: false, 
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				+						describe: '左直跳' 
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				+					}, 
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				+					{ 
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				+						jumpName: 'RIGHT', 
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				+						jumpCode: 2, 
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				+						bTrigger: false, 
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				+						describe: '右直跳' 
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				+					}, 
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				+					{ 
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				+						jumpName: 'LEFT_ROTATE', 
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				+						jumpCode: 3, 
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				+						bTrigger: false, 
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				+						describe: '左旋转跳' 
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				+					}, 
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				+					{ 
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				+						jumpName: 'RIGHT_ROTATE', 
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				+						jumpCode: 4, 
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				+						bTrigger: false, 
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				+						describe: '右旋转跳' 
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				+					} 
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				+				]; 
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				+ 
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				+ 
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				+				let { 
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				+					currentMaxValue, 
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				+					oGyroValue 
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				+				} = data 
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				+				console.log('====', data); 
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				+				if (currentMaxValue == 0) { 
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				+					//JumpType.NORMAL = 0 
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				+					if (_jumpType == 0) { 
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				+						console.log('1====', data); 
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				+						this.eliminateJumpPrefabFormTemp(_tempState); 
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				+					} 
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				+					//JumpType.RIGHT_ROTATE = 4 
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				+					else if (_jumpType == 4 && oGyroValue < 0) { 
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				+						console.log('right1:', oGyroValue); 
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				+						_tempState[4].bTrigger = true; 
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				+						this.eliminateJumpPrefabFormTemp(_tempState); 
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				+					} 
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				+					//JumpType.LEFT_ROTATE = 3 
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				+					else if (_jumpType == 3 && oGyroValue > 0) { 
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				+						console.log('left1:', oGyroValue); 
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				+						_tempState[3].bTrigger = true; 
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				+						this.eliminateJumpPrefabFormTemp(_tempState); 
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				+					} 
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				+ 
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				+				} else { 
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				+					console.log('2====', data); 
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				+					if (currentMaxValue > 5) { 
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				+						_tempState[1].bTrigger = true; 
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				+					} else if (currentMaxValue < -5) { 
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				+						_tempState[2].bTrigger = true; 
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				+					} 
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				+ 
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				+					//如果是检测到旋转跳 
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				+					if (oGyroValue < -5) { 
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				+						console.log('right:', oGyroValue); 
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				+						_tempState[4].bTrigger = true; 
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				+					} else if (oGyroValue > 5) { 
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				+						console.log('left:', oGyroValue); 
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				+						_tempState[3].bTrigger = true; 
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				+					} 
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				+ 
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				+					this.eliminateJumpPrefabFormTemp(_tempState); 
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				+				} 
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				+			}, 
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				+			eliminateJumpPrefabFormTemp(_tempState) { 
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				+				//如果消除完,需要重新生成 
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				+				let _temp = this.spawnArray[this.index]; 
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				 | 
				 | 
			
			
				+				let bSuccess = false; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				console.log(_tempState); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				for (let i = 0; i < _tempState.length; i++) { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					let _state = _tempState[i]; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					//如果当前的跳类型和预制目标一样 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					if (_state.jumpCode == _temp.jumpCode && _state.bTrigger) { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						//成功 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						bSuccess = true; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						break; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					} 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				} 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				//如果存在其中一个为true 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				if (bSuccess) { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					console.log("bSuccess:", bSuccess); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					_temp.bTrigger = true; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					this.index++; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					if (this.index >= this.spawnArray.length) { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						clearInterval(this.countdownInterval); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						this.countdownInterval = null; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						this.startJumpGame(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					} else { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						//绘制新触发状态 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						this.onDraw(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					} 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					//成功 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					this.setEliminationCount(1); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				} else { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					//失误 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					this.setFaultCount(1); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				} 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+			}, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+			/** 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+			 * @param {Object} gameData 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+			 * 识别跳部分数据处理 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+			 */ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+			onBLERopeUpdate(gameData) { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				//********陀螺仪角速度******** 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				let { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					gx, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					gy, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					gz 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				} = gameData.gyro; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				let { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					min, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					s, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					ms 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				} = gameData; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				let _ax = -gameData.acc.ax * 10; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				let _ay = gameData.acc.ay * 10; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				let _az = gameData.acc.az * 10; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				//低通滤波分离重力 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				let alpha = 0.8; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				this.xA = alpha * this.xA + (1 - alpha) * _ax; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				this.yA = alpha * this.yA + (1 - alpha) * _ay; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				this.zA = alpha * this.zA + (1 - alpha) * _az; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				//高通滤波获取线性速度 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				let linear_acceleration_x = _ax - this.xA; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				let linear_acceleration_y = _az - this.zA; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				let linear_acceleration_z = _ay - this.yA; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				let _temp = { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					linearAcc: { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						lAccX: linear_acceleration_x, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						lAccY: linear_acceleration_y, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						lAccZ: linear_acceleration_z 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					}, //gameData.acc, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					oriAcc: { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						oAccX: _ax, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						oAccY: _ay, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						oAccZ: _az 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					}, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					gravityAcc: { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						gravityX: this.xA, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						gravityY: this.yA, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						gravityZ: this.zA 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					}, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					bLimitRebound: false, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					resultant: Math.sqrt(_ax * _ax + 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						_ay * _ay + _az * _az), 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					runIndex: this.BLEAccIndex, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					//陀螺仪 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					oriGyro: { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						oGyroX: gx, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						oGyroY: gy, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+						oGyroZ: gz 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					} 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				}; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				this.actionJumpObj.updateJump(_temp); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				if (this.BLEAccIndex > 150) { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					this.onClearData(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+					this.bJump = false; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				} 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				this.BLEAccIndex++; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				this.oldxA = this.xA; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+			}, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+			onClearData() { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+				this.BLEAccIndex = 0; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 			} 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		} 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	} 
			 |