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- <!-- 新版本拳击区域部分文件 -->
- <template>
- <view style="width: 750rpx;">
- <view class="flex justify-center" style="margin-top: 68rpx;">
- <!-- 目前格子数量不代表数字,显示完成度而已 -460rpx;-->
- <view class="grid-progress-vertical-container" style="top:-376rpx;">
- <view class="grid-progress-vertical-bar">
- <view class="grid-progress-vertical-child" v-for="(item, index) in maxShowCount +1" :key="index"
- v-if="index!==0">
- <view
- :class="showCurCount>=index? 'grid-progress-vertical-active':'grid-progress-vertical-inactive'">
- </view>
- <view :class="(index%5 == 0||index == 1)?'':'grid-progress-text-hidden'"
- class="grid-progress-vertical-text" style="position: absolute;right: 0;top: -4px;">
- {{Math.floor(taskSignCount / 26 * index)}}
- </view>
- </view>
- </view>
- <view class="grid-progress-vertical-bar">
- <view class="grid-progress-vertical-child" v-for="(item, index) in maxShowCount +1" :key="index"
- v-if="index!==0">
- <view :class="(index%5 == 0||index == 1)?'':'grid-progress-text-hidden'"
- class="grid-progress-vertical-text" style="position: absolute;left: 0;top: -4px;">
- {{Math.floor(taskSignCount / 26 * index)+taskSignCount/2}}
- </view>
- <!-- 设置空位 -->
- <view></view>
- <view
- :class="showCurCount>=index+13? 'grid-progress-vertical-active':'grid-progress-vertical-inactive'">
- </view>
- </view>
- </view>
- </view>
- </view>
- <!-- class="position-relative" -->
- <view style="position: relative;">
- <view class="position-absolute-left-top flex justify-center align-center " style="width: 86.12px;height:55.96px;
- left: 146rpx;top:-90rpx; ">
- <view style="transform: scale(0.5);">
- <view class="sprite-yellow-arrow " :class="bRuning?'animation-play-state-play':''"></view>
- </view>
- </view>
- <view class="position-absolute-right-bottom flex justify-center align-center "
- style="width: 317rpx; height:138px; right: 46rpx; bottom: 15rpx;">
- <view class="flex flex-direction justify-between" style="transform: scale(0.5); height: 276px; ">
- <block v-if="bJumpPlay">
- <view class="sprite-rightToLeftArrow" :class="bJumpPlay?'sprite-rightToLeftArrow-play':''">
- </view>
- <view class="sprite-rightToLeftArrow" :class="bJumpPlay?'sprite-rightToLeftArrow-play':''">
- </view>
- </block>
- <block v-else>
- <image style="width: 317px; height: 42px;"
- src="../../../static/modal/action-jump/progress-tip.png"></image>
- <image style="width: 317px; height: 42px;"
- src="../../../static/modal/action-jump/progress-tip.png"></image>
- </block>
- </view>
- </view>
- <canvas canvas-id="actionHitCanvas" :style="{ width: canvasW + 'px', height: canvasH + 'px' }"></canvas>
- </view>
- <view style="position: absolute;
- top: 30px;
- bottom: 0;
- left: 0;
- right: 0;
- justify-content: center;
- align-items: center;">
- <!-- class="position-absolute-center" -->
- <canvas canvas-id="effectHitCanvas" :style="{ width: canvasW + 'px', height: '164px' }"></canvas>
- </view>
- <view class="flex align-center justify-center" style="font-size: 14px; width:750rpx;">
- <view style="position: relative;">
- <image style="width: 135px;height: 75px;" src="../../../static/modal/action-jump/Fill.png"></image>
- <view class="mid-absolute flex flex-direction align-center justify-center text-white">
- <view class="flex align-center">
- <image style="width: 22rpx;height: 28rpx;"
- src="../../../static/modal/action-jump/jumpSpeed.png"></image>
- <view style="margin-left: 6rpx;">平均速度</view>
- </view>
- <view style="margin-top: 12rpx;">{{averageSpeed}}</view>
- </view>
- </view>
- <view id="ActionJumpPlay" class="flex" style="position: relative;" @click="onControllerPlay">
- <image style="width: 110px;height: 110px;"
- src="../../../static/modal/action-jump/mid-button-orange@2x.png">
- </image>
- <image v-if="!bJumpPlay" class="mid-absolute" style="left:12rpx; width: 56rpx;height: 70rpx;"
- src="../../../static/play.png">
- </image>
- <image v-else class="mid-absolute" style="width: 100rpx;height: 100rpx;"
- src="../../../static/e-pause.png">
- </image>
- </view>
- <view style="position: relative;">
- <image style="width: 135px;height: 75px; transform: scaleX(-1);"
- src="../../../static/modal/action-jump/Fill.png"></image>
- <view class="mid-absolute flex flex-direction align-center justify-center text-white">
- <view class="flex align-center">
- <image style="width: 22rpx;height: 28rpx;"
- src="../../../static/modal/action-jump/jumpCalorie.png"></image>
- <view style="margin-left: 6rpx;">卡路里</view>
- </view>
- <view style="margin-top: 12rpx;">{{Math.floor(jumpCalorie)}}</view>
- </view>
- </view>
- </view>
- <view class="flex align-center justify-center" style="width: 750rpx;margin-top: 16rpx;">
- <view class="flex justify-center align-center" style="height: 120rpx; width: 444rpx; ">
- <view class="text-12px text-white text-center">
- {{taskDescribe}}
- </view>
- </view>
- </view>
- <!-- #ifdef H5 -->
- <view style="display: flex;justify-content: space-between;" class="margin-top margin-bottom">
- <button @click="onJumpType(0)">middle</button>
- <button @click="onJumpType(1)">left</button>
- <button @click="onJumpType(2)">right</button>
- </view>
-
- <!-- #endif -->
-
- </view>
- </template>
- <script>
- import {
- CONDITIONPASSED
- } from "@/util/util-js/enum.js"
- import Firework from "@/util/util-js/effect/firework.js"
- import Animation from "@/util/util-js/Animation.js"
- import puchConfig from "@/util/util-js/puchConfig.js"
- import {
- mapState,
- mapMutations
- } from 'vuex';
- export default {
- computed: mapState(['systemInfo', 'bOldDeviceType']),
- components: {
- },
- props: {
- showTime: {
- type: Number,
- default: 0
- },
- levelData: {
- type: Object,
- default: null
- },
- currentMode: {
- type: String,
- default: ''
- }
- },
- data() {
- return {
- isY: true,
- canvasW: 0, // 画布宽
- canvasH: 0, // 画布高
- // SystemInfo: {}, // 设备信息
- directionJumpRight: null,
- directionJumpLeft: null,
- midJump: null,
- rotateJumpRight: null,
- rotateJumpLeft: null,
- directionJumpWhiteRight: null,
- directionJumpWhiteLeft: null,
- midJumpWhite: null,
- rotateJumpWhiteRight: null,
- rotateJumpWhiteLeft: null,
- //参考图片
- cankao: null,
- jumpTipImage: null,
- JumpTipOrange: null,
- jumpNormalLine: null,
- jumpNormalRect: null,
- jumpNormalWidth: 70,
- jumpNormalHeight: 164,
- jumpProgressTip: null,
- jumpTypeArray: [{
- jumpName: 'NORMAL',
- jumpCode: 0,
- icon: 'midJump',
- scaleX: 1,
- bTrigger: false,
- bShow: true,
- }, {
- jumpName: 'LEFT',
- jumpCode: 1,
- icon: 'directionJump',
- scaleX: 1,
- bTrigger: false,
- bShow: true,
- }, {
- jumpName: 'RIGHT',
- jumpCode: 2,
- icon: 'directionJump',
- scaleX: 1,
- bTrigger: false,
- bShow: true,
- }],
- spawnArray: [],
- deleteSpawn: null, //已删除的对象
- deleteImage: null,
- /**
- * 生成的背景位置
- */
- spawnPos: [],
- spawnAnimation: null,
- spawnProcess: 1,
- //下一个生成是相反的方向
- bNextSpawnRightDirection: false,
- bNextSpawnRightRotateDirection: false,
- //生成预制的模板,用count 来判断生成哪一种
- template: [{ //原地
- count: 1,
- spawnList: [
- [0]
- ]
- }, {
- count: 2,
- spawnList: [
- [2, 1],
- [1, 2],
- [3, 4],
- [4, 3]
- ]
- }, {
- count: 3,
- spawnList: [
- [2, 0, 1],
- [1, 0, 2],
- [3, 0, 4],
- [4, 0, 3]
- ]
- }, ],
- //模板对象池,管理生成对象
- templatePool: [],
- levelType: 0,
- countdown: 60,
- countdownInterval: null,
- faultCount: 0,
- eliminationCount: 0,
- bJumpPlay: false,
- jumpCalorie: 0,
- averageSpeedInterval: null,
- averageSpeed: 0,
- tempHitCount: 0,
- //硬件设备处理
- BLEAccIndex: 0,
- xA: 0,
- yA: 0,
- zA: 0,
- /**
- * 交互数据处理
- */
- //当前选择的关卡信息
- selfLevelData: null,
- // 双人模式下 数据
- //标记块数量
- taskSignCount: 0, //总数
- taskSignCurCount: 0, //当前计数
- //{"type":1,"explain":"规定时间内跳完所有标志块","limitType":1}
- taskConditionPassed: null,
- taskDescribe: '',
- //满格的数值是 25
- maxShowCount: 13,
- addShowCountUnit: 0,
- showCurCount: 0,
- roundingCount: 0,
- //游戏结束
- isGameOver: false,
- //pk模式下操作
- leftShowCurCount: 0,
- rightShowCurCount: 0,
- isleftPlayer: true,
- /**
- * 是否允许绘制
- */
- canOnDraw: false,
- /**
- * 是否去到下一个关卡
- */
- canGoNext: false,
- /**
- * 生成的特效
- */
- canSpawnTemp: null,
- onLogData: '',
- /**
- * 是否显示关卡提示
- */
- bTipLevel: false,
- /**
- * 烟花相关
- */
- // firework collection
- fireworks: [],
- fireworkImage: null,
- loop: null,
- count: 100,
- effectHitCanvas: null,
- effectCurrentSpawn: null,
- effectSpawnPosX: 0,
- /**
- * 烟花特效
- */
- bDrawBoomEffect: false,
- //绘制箭头效果
- bRuning: false,
- bRuningInfinite: false,
- yellowRuningTimeout: null
- }
- },
- watch: {
- levelData(val) {
- //更新数据
- // console.log("levelData ============>"+JSON.stringify(val));
- if (val) {
- this.taskSignCount = val.signCount;
- this.taskConditionPassed = val.conditionPassed;
- this.taskDescribe = val.describe;
- this.addShowCountUnit = (this.maxShowCount * 2) / this.taskSignCount;
- // console.log("this.addShowCountUnit:", this.addShowCountUnit, this.maxShowCount * 2, this
- // .taskSignCount);
- this.showCount = 0;
- //用signType 做等级类型
- this.levelType = val.signType;
- // console.log(JSON.stringify(this.taskConditionPassed));
- }
- },
- currentMode(val) {
- // console.log('==========> action jump currentMode:', val);
- }
- },
- created() {
- let _self = this;
- this.actionHitCanvas = uni.createCanvasContext("actionHitCanvas", this);
- this.effectHitCanvas = uni.createCanvasContext("effectHitCanvas", this);
- // this.SystemInfo = this.systemInfo; // uni.getSystemInfoSync();
- this.canvasW = this.systemInfo.windowWidth; // 画布宽度
- this.canvasH = 147.68;
- this.onLoadImage();
- //更新一次状态
- const value = uni.getStorageSync('levelButtonPrompt');
- if (value) {
- _self.bTipLevel = !value.isSelected;
- } else {
- _self.bTipLevel = true;
- }
- if (this.averageSpeedInterval) {
- clearInterval(this.averageSpeedInterval);
- this.averageSpeedInterval = null;
- }
- //计算平均速度
- this.averageSpeedInterval = setInterval(() => {
- this.averageSpeed = this.tempHitCount;
- this.tempHitCount = 0;
- }, 3000)
- console.log("组件创建")
- },
- // destroyed() { //Vue 实例销毁后调用
- // console.log("组件销毁")
- // },
- methods: {
- ...mapMutations(['onWriteBLEConnectionValue', 'onConvertDeviceData']),
- //更新新手状态提示
- onUpdateTipLevelValue(value) {
- this.bTipLevel = value;
- },
- //load 相关图片
- onLoadImage() {
- let _self = this;
- uni.getImageInfo({
- src: "../../../static/modal/boxing-post/left-hook-m@2x.png",
- success: function(image) {
- _self.directionJumpLeft = image;
- }
- });
- uni.getImageInfo({
- src: "../../../static/modal/boxing-post/right-hook-m@2x.png",
- success: function(image) {
- _self.directionJumpRight = image;
- }
- });
- uni.getImageInfo({
- src: "../../../static/modal/boxing-post/straight-m@2x.png",
- success: function(image) {
- _self.midJump = image;
- }
- });
- uni.getImageInfo({
- src: "../../../static/modal/boxing-post/right-hook-h@2x.png",
- success: function(image) {
- _self.directionJumpWhiteRight = image;
- }
- });
- uni.getImageInfo({
- src: "../../../static/modal/boxing-post/left-hook-h@2x.png",
- success: function(image) {
- _self.directionJumpWhiteLeft = image;
- }
- });
- uni.getImageInfo({
- src: "../../../static/modal/boxing-post/straight-h@2x.png",
- success: function(image) {
- _self.midJumpWhite = image;
- }
- });
- uni.getImageInfo({
- src: "../../../static/modal/action-jump/jumpTip.png",
- success: function(image) {
- _self.jumpTipImage = image;
- }
- });
- uni.getImageInfo({
- src: "../../../static/modal/action-jump/jump-tip-orange@2x.png",
- success: function(image) {
- _self.JumpTipOrange = image;
- }
- })
- uni.getImageInfo({
- src: "../../../static/modal/action-jump/progress-tip.png",
- success: function(image) {
- _self.jumpProgressTip = image;
- }
- })
- uni.getImageInfo({
- src: "../../../static/modal/action-jump/jumpNormal-line.png",
- success: function(image) {
- _self.jumpNormalLine = image;
- }
- });
- uni.getImageInfo({
- src: "../../../static/modal/action-jump/jumpNormal-rect.png",
- success: function(image) {
- _self.jumpNormalRect = image;
- _self.onDrawBg(true);
-
- }
- });
- uni.getImageInfo({
- src: "../../../static/modal/action-jump/cankao.png",
- success: function(image) {
- _self.cankao = image;
- }
- });
- /**
- * 烟花照片
- */
- uni.getImageInfo({
- src: "../../../static/modal/action-jump/boom.png",
- success: function(image) {
- _self.fireworkImage = image;
- }
- });
- },
- /**
- * 重置生成数组,重置倒计时
- */
- resetJumpGame() {
- this.spawnArray = [];
- this.templatePool = [];
- if (this.countdownInterval) {
- clearInterval(this.countdownInterval);
- this.countdownInterval = null;
- }
- // this.resetCountdown(60);
- },
- startJumpGame() {
- this.isGameOver = false;
- this.resetJumpGame();
- //开始游戏
- this.index = 0;
- // this.levelType = 5;
- let spawnCount = 7;
- let _ranType = Math.floor(Math.random() * 2);
- //生成二个占位
- this.addTemplatePoolFromType(false, this.template[0].spawnList[0][0]);
- this.addTemplatePoolFromType(false, this.template[0].spawnList[0][0]);
- if (this.levelType == 0) {
- //随便生成一组跳的数据
- let _spawnList = this.template[0].spawnList;
- for (let i = 0; i < 30; i++) {
- //再对象池里面生成一组对象
- this.addTemplatePoolFromType(true, _spawnList[0][0]);
- }
- //先生成spawnCount个
- for (let i = 0; i < spawnCount; i++) {
- this.spawnArray.push(this.templatePool[this.index]);
- this.index++;
- }
- } else if (this.levelType == 1) {
- //生成一组 左跳右跳
- let _spawnList = this.template[1].spawnList;
- for (let i = 0; i < 30; i++) {
- let ran = Math.floor(Math.random() * 2);
- for (let j = 0; j < _spawnList[ran].length; j++) {
- //再对象池里面生成一组对象
- this.addTemplatePoolFromType(true, _spawnList[ran][j]);
- }
- }
- //先生成spawnCount个
- for (let i = 0; i < spawnCount; i++) {
- this.spawnArray.push(this.templatePool[this.index]);
- this.index++;
- }
- console.log(this.spawnArray)
- } else if (this.levelType == 2) {
- //生成一组 左跳右跳原地
- let _spawnList = this.template[2].spawnList;
- for (let i = 0; i < 30; i++) {
- let ran = Math.floor(Math.random() * 2);
- for (let j = 0; j < _spawnList[ran].length; j++) {
- //再对象池里面生成一组对象
- this.addTemplatePoolFromType(true, _spawnList[ran][j]);
- }
- }
- //先生成spawnCount个
- for (let i = 0; i < spawnCount; i++) {
- this.spawnArray.push(this.templatePool[this.index]);
- this.index++;
- }
- } else if (this.levelType == 3) {
- //生成一组 左旋跳右旋跳
- let _spawnList = this.template[1].spawnList;
- for (let i = 0; i < 30; i++) {
- let ran = Math.floor(Math.random() * 2) + 2;
- for (let j = 0; j < _spawnList[ran].length; j++) {
- //再对象池里面生成一组对象
- this.addTemplatePoolFromType(true, _spawnList[ran][j]);
- }
- }
- //先生成spawnCount个
- for (let i = 0; i < spawnCount; i++) {
- this.spawnArray.push(this.templatePool[this.index]);
- this.index++;
- }
- } else if (this.levelType == 4) {
- //生成一组 左旋跳右旋跳
- let _spawnList = this.template[2].spawnList;
- for (let i = 0; i < 30; i++) {
- let ran = Math.floor(Math.random() * 2) + 2;
- for (let j = 0; j < _spawnList[ran].length; j++) {
- //再对象池里面生成一组对象
- this.addTemplatePoolFromType(true, _spawnList[ran][j]);
- }
- }
- //先生成spawnCount个
- for (let i = 0; i < spawnCount; i++) {
- this.spawnArray.push(this.templatePool[this.index]);
- this.index++;
- }
- } else if (this.levelType == 5) {
- for (let i = 0; i < 20; i++) {
- //随便生成三组数据
- let _newArray = [];
- let _spawnList2 = this.template[2].spawnList;
- let ran2 = Math.floor(Math.random() * 2);
- let ran3 = Math.floor(Math.random() * 2);
- if (_ranType >= 1) {
- ran2 += 2;
- ran3 += 2;
- }
- _newArray = _newArray.concat(_spawnList2[ran2]);
- _newArray = _newArray.concat(_spawnList2[ran3]);
- for (let j = 0; j < _newArray.length; j++) {
- this.addTemplatePoolFromType(true, _newArray[j]);
- }
- }
- //先生成spawnCount个
- for (let i = 0; i < spawnCount; i++) {
- this.spawnArray.push(this.templatePool[this.index]);
- this.index++;
- }
- }
- this.onDraw("tipHit", false);
- },
- /**
- * 生成对应预制对象
- * @param {Object} bShow
- * @param {Object} _jumpType
- */
- addTemplatePoolFromType(bShow, _jumpType) {
- for (let i = 0; i < this.jumpTypeArray.length; i++) {
- if (this.jumpTypeArray[i].jumpCode == _jumpType) {
- let _jumpPrefab = Object.assign({}, this.jumpTypeArray[i], {
- bShow: bShow,
- bInit: true,
- position: 0,
- animation: null, //动画
- });
- this.templatePool.push(_jumpPrefab);
- break;
- }
- }
- },
- //单纯的绘制八个背景
- onDrawBg(bDraw) {
- this.spawnPos = [];
- if (bDraw) {
- this.actionHitCanvas.clearRect(0, 0, this.canvasW, this.canvasH);
- }
- let _currentBgStartX = this.canvasW / 2;
- let count = 7;
- let _currentPos = -12,
- _addPos = 0;
- for (let i = 0; i < count; i++) {
- if (0 !== i) {
- _currentPos += this.jumpNormalWidth;
- } else {
- _currentPos -= this.jumpNormalWidth;
- }
- if (2 === i) {
- //结尾时候快消除完绘制一次大图背景。不然会为空白
- if (this.spawnArray.length < 3)
- this.actionHitCanvas.drawImage(this.jumpTipImage.path, _currentPos, 0, 120, this
- .canvasH);
- if (bDraw) {
- this.actionHitCanvas.drawImage(this.JumpTipOrange.path, _currentPos + 3, 7, 113, this
- .canvasH -
- 14);
- }
- //添加对应生成点
- this.spawnPos.push({
- center: _currentPos + 30
- })
- _currentPos += 50;
- } else {
- this.actionHitCanvas.drawImage(this.jumpNormalLine.path, _currentPos, 0, this
- .jumpNormalWidth,
- this.canvasH);
- if (bDraw) {
- this.actionHitCanvas.drawImage(this.jumpNormalRect.path, _currentPos, 0, this
- .jumpNormalWidth,
- this.canvasH);
- }
- //添加对应生成点
- this.spawnPos.push({
- center: _currentPos + 16
- })
- }
- }
- if (bDraw) {
- this.actionHitCanvas.draw();
- }
- },
- onDraw(type, bAnimation) {
- let _self = this;
- if (bAnimation && _self.spawnAnimation == null) {
- _self.spawnProcess = 0;
- _self.spawnAnimation = new Animation({
- timing: 'linear',
- duration: 200,
- onProcess: function onProcess(process) {
- _self.spawnProcess = process;
- _self.onDraw('normal', true);
- // console.log("process=" + process);
- },
- onAnimationFinish: function onAnimationFinish() {
- // console.log("finish animation");
- _self.spawnAnimation = null;
- }
- })
- }
- this.actionHitCanvas.clearRect(0, 0, this.canvasW, this.canvasH);
- //单纯绘制背景
- this.onDrawBg(false);
- //计算一个节点数组
- // let _oldRectMoveDis = 1;
- for (let i = 0; i < this.spawnArray.length; i++) {
- //默认 mid 图标
- let _temp = this.spawnArray[i].bTrigger ? this.midJump : this.midJumpWhite;
- if (this.spawnArray[i].icon == 'directionJump') {
- if (this.spawnArray[i].jumpName == "RIGHT") {
- _temp = this.spawnArray[i].bTrigger ? this.directionJumpRight : this
- .directionJumpWhiteRight;
- } else {
- _temp = this.spawnArray[i].bTrigger ? this.directionJumpLeft : this
- .directionJumpWhiteLeft;
- }
- }
- this.actionHitCanvas.save();
- let _currentPos = this.spawnPos[i].center;
- let _currentCenterPos = 0;
- if (2 === i) {
- //这里分两部分走,从小图走到大图
- let _spawnBiggerToLeft = this.spawnArray[i];
- //这里记录一个生成点,后面用于生成特效
- this.effectSpawnPosX = _currentPos;
- //大图
- let tempPosition = _currentPos;
- if (!bAnimation || _spawnBiggerToLeft.bInit) {
- _spawnBiggerToLeft.position = _currentPos;
- _spawnBiggerToLeft.bInit = false;
- } else {
- tempPosition = _spawnBiggerToLeft.position - Math.abs(_currentPos - _spawnBiggerToLeft
- .position) * _self.spawnProcess;
- }
- if (1 === this.spawnProcess) {
- _spawnBiggerToLeft.position = tempPosition;
- } else {
- //绘制一次前面方块背景前移
- this.actionHitCanvas.drawImage(this.jumpNormalRect.path, tempPosition - 16, 0, this
- .jumpNormalWidth,
- this.canvasH);
- this.actionHitCanvas.clearRect(this.spawnPos[i].center - 30, 0, 120, this.canvasH);
- }
- let _width = 40 + 20 * _self.spawnProcess;
- this.actionHitCanvas.drawImage(_temp.path, tempPosition, 55 - 9 * _self.spawnProcess,
- _width,
- _width);
- //绘制多一次背景
- this.actionHitCanvas.drawImage(this.jumpTipImage.path, this.spawnPos[i].center - 30, 0,
- 120, this
- .canvasH);
- this.actionHitCanvas.drawImage(this.JumpTipOrange.path, this.spawnPos[i].center - 27, 7,
- 113, this
- .canvasH -
- 14);
- } else {
- //小图
- let _otherObj = this.spawnArray[i];
- let tempPosition = _currentPos;
- if (!bAnimation || _otherObj.bInit) {
- _otherObj.position = _currentPos;
- _otherObj.bInit = false;
- } else {
- tempPosition = _otherObj.position - Math.abs(_currentPos - _otherObj.position) * _self
- .spawnProcess;
- }
- if (1 === this.spawnProcess) {
- _otherObj.position = tempPosition;
- }
- this.actionHitCanvas.drawImage(this.jumpNormalRect.path, tempPosition - 16, 0, this
- .jumpNormalWidth,
- this.canvasH);
- if (this.spawnArray[i].bShow) {
- this.actionHitCanvas.drawImage(_temp.path, tempPosition, 55, 40, 40);
- }
- }
- this.actionHitCanvas.restore();
- }
- this.actionHitCanvas.draw();
- },
- /**
- * 消除时候显示的特效
- * @param {Object} _temp
- */
- onDrawEffect(_temp) {
- if (!this.bRuning) {
- this.bRuning = true;
- if (this.yellowRuningTimeout) {
- clearTimeout(this.yellowRuningTimeout)
- this.yellowRuningTimeout = null;
- }
- this.yellowRuningTimeout = setTimeout(() => {
- this.bRuning = false;
- }, 1000)
- }
- //根据当前消除的生成一个
- let spawnTemp = this.midJump;
- let offest = 5;
- if (_temp.icon == 'directionJump') {
- spawnTemp = _temp.jumpName == "RIGHT" ? this.directionJumpRight : this.directionJumpLeft;
- }
- let tempFirework = new Firework(this.fireworkImage,
- spawnTemp, _temp.scaleX, this.effectSpawnPosX, 0, this.canvasW, 164, offest, true);
- this.fireworks.push(tempFirework);
- this.bDrawBoomEffect = true;
- this.onInitFirework();
- },
- onClear() {
- this.resetJumpGame();
- this.onDrawBg(true);
- this.xA = 0;
- this.yA = 0;
- this.zA = 0;
- },
- /**
- * 统一绘制 效果 背景,交互,烟花
- */
- onInitFirework() {
- if (this.loop != null) {
- return;
- }
- this.loop = setInterval(() => {
- if (!this.bDrawBoomEffect) {
- clearInterval(this.loop);
- this.loop = null;
- // console.log("结束绘制");
- this.effectHitCanvas.clearRect(0, 0, this.canvasW, 164);
- this.effectHitCanvas.draw();
- return;
- }
- this.effectHitCanvas.clearRect(0, 0, this.canvasW, 164);
- if (this.bDrawBoomEffect) {
- // loop over each firework, draw it, update it
- var i = this.fireworks.length;
- while (i--) {
- this.fireworks[i].draw(this.effectHitCanvas, () => {
- this.fireworks.splice(i, 1);
- if (this.fireworks.length == 0) {
- this.bDrawBoomEffect = false;
- }
- });
- }
- }
- this.effectHitCanvas.draw();
- }, 30)
- },
- onJumpType(event) {
- // console.log("onJumpType:", event);
- if (this.isGameOver || !this.bJumpPlay) return;
- this.eliminateJumpPrefab(event);
- },
- // update (dt) {}
- //模拟测试调用
- eliminateJumpPrefab(_jumpType) {
- //只触发第二个
- if (this.spawnArray.length < 3 || this.spawnAnimation != null) {
- return;
- }
- let _temp = this.spawnArray[2];
- //如果当前的跳类型和预制目标一样
- if (_jumpType == _temp.jumpCode) {
- _temp.bTrigger = true;
- this.deleteSpawn = this.spawnArray.splice(0, 1);
- if (this.index < this.templatePool.length) {
- this.spawnArray.push(this.templatePool[this.index]);
- this.index++;
- }
- //这里更新特效
- let _endTemp = Object.assign({}, _temp);
- this.onDrawEffect(_endTemp);
- //绘制新触发状态
- this.onDraw('tipHit', true);
- //成功
- this.setEliminationCount(1);
- //替换数组
- // console.log(this.index + " == " + this.spawnArray.length);
- if (this.spawnArray.length < 3 && this.index > 3) {
- clearInterval(this.countdownInterval);
- this.countdownInterval = null;
- //绘制新触发状态
- this.onDraw("normal", false);
- setTimeout(() => {
- this.startJumpGame();
- }, 2000)
- }
- } else {
- //失误
- this.setFaultCount(1);
- }
- },
- //设置倒计时
- setCountdown(value) {
- this.countdown -= value;
- // this.countdownLabel.string = '倒计时:' + this.countdown;
- this.$emit('actionJumpCountDownUpdate', {
- countDown: this.countdown
- });
- },
- resetCountdown(value) {
- this.countdown = value;
- // this.countdownLabel.string = '倒计时:' + this.countdown;
- this.$emit('actionJumpCountDownUpdate', {
- countDown: this.countdown
- });
- },
- //设置ui信息
- setEliminationCount(value) {
- this.tempHitCount++;
- this.taskSignCurCount++;
- this.roundingCount += this.addShowCountUnit;
- this.eliminationCount += value;
- // this.eliminationLabel.string = '消除数量:' + this.eliminationCount.toString();
- this.$emit('actionJumpDataUpdate', {
- eliminationCount: this.eliminationCount,
- faultCount: this.faultCount
- });
- this.jumpCalorie += puchConfig.getJumpCalorie(this.eliminationCount + this.faultCount);
- //如果是pk模式。不走下面判断
- if (this.currentMode == 'pkMode') return;
- if (CONDITIONPASSED.ENERGYBARFULL == this.taskConditionPassed.limitType) {
- //能量条的条件下才显示能量条动
- //取两位后计算Math floor,不然会有偏差值问题 Math.floor(39.9999999+ 0.1111111) = 39
- this.showCurCount = Math.floor(this.roundingCount.toFixed(2));
- //1.能量槽满的时候,说明踩中次数到达
- if (this.taskSignCurCount >= this.taskSignCount)
- this.onGameOver("energyBarFull");
- } else if (CONDITIONPASSED.SKIPALLFLAGWITHINTIME == this.taskConditionPassed.limitType) {
- //规定时间下也给显示能量条
- this.showCurCount = Math.floor(this.roundingCount.toFixed(2));
- //2.规定时间内跳完所有标志块
- if (this.taskSignCurCount >= this.taskSignCount)
- this.onGameOver("skipAllFlagWithinTime");
- } else if (this.taskConditionPassed.isScore) {
- //3.达到一定分数
- //如果是用分数判断
- //分数是 跳对的加1分,错的扣1分,0不扣分。
- let curScore = this.eliminationCount - this.faultCount;
- curScore = curScore < 0 ? 0 : curScore;
- //当前分数达到,胜利
- if (curScore >= this.taskConditionPassed.limitScore)
- this.onGameOver("score");
- }
- },
- onGameOver(type) {
- this.isGameOver = true;
- //处理参数
- this.onClear();
- this.onClearData();
- this.bJumpPlay = false;
- /**
- * 判断胜利和失败
- */
- let myWin = false; //默认失败
- //比如, 1.充满左右两边蓄能槽.2.规定时间内跳完所有标志块.
- if (type == "energyBarFull") {
- //1.能量槽满的时候,说明踩中次数到达
- if (this.taskSignCurCount >= this.taskSignCount) {
- myWin = true;
- }
- } else if (type == 'skipAllFlagWithinTime') {
- myWin = true;
- } else if (type == "timeUp") {
- //2.规定时间内跳完所有标志块
- //查看消除数量是否到达总数,未达成就是未完成
- if (this.taskSignCurCount >= this.taskSignCount) {
- myWin = true;
- }
- } else if (type == "score") {
- myWin = true;
- }
- console.log(type, {
- myWin: myWin
- });
- this.$emit('gameOver', {
- myWin: myWin,
- type: 'calorieMode',
- isOffEvent: true
- });
- },
- //pk模式下结束游戏关卡
- onPKModeGameOver(type) {
- this.isGameOver = true;
- //处理参数
- this.onClear();
- this.onClearData();
- this.bJumpPlay = false;
- this.$emit('gameOver', {
- type: 'pkMode',
- isOffEvent: true
- });
- },
- setFaultCount(value) {
- this.tempHitCount++;
- this.faultCount += value;
- // this.faultLabel.string = '失误:' + this.faultCount;
- this.$emit('actionJumpDataUpdate', {
- eliminationCount: this.eliminationCount,
- faultCount: this.faultCount
- });
- this.jumpCalorie += puchConfig.getJumpCalorie(this.eliminationCount + this.faultCount);
- },
- //控制播放
- onControllerPlay() {
- if (this.bJumpPlay) {
- //仅仅暂停,没有清空数据
- this._changePlay(false);
- this.$emit("actionJumpControllerPlay", false);
- } else {
- this.$emit("actionJumpCheck");
- }
- },
- onContinueGame() {
- this._changePlay(true);
- },
- onClearActionJumpData() {
- console.log("onClearActionJumpData");
- this.onClear();
- this.onClearData();
- },
- //修改状态
- _changePlay(bPlaying) {
- if (bPlaying) {
- this.bJumpPlay = bPlaying;
- } else {
- this.bJumpPlay = !this.bJumpPlay;
- }
- },
- onActionPlay() {
- this.onClear();
- this.onClearData();
- this.startJumpGame();
- this._changePlay(true);
- //reset 对应计算数据
- this.taskSignCurCount = 0;
- this.showCurCount = 0;
- this.roundingCount = 0;
- this.faultCount = 0;
- this.eliminationCount = 0;
- },
- /**
- * 停止并清空数据
- */
- onStopAndClearAction() {
- this.onClear();
- this.onClearData();
- this.bJumpPlay = false;
- //reset 对应计算数据
- this.taskSignCurCount = 0;
- this.showCurCount = 0;
- this.roundingCount = 0;
- this.faultCount = 0;
- this.eliminationCount = 0;
- this.jumpCalorie = 0;
- },
- getCurrentJumpType() {
- let _temp = this.spawnArray[2];
- return _temp.jumpCode;
- },
- //监听跳的状态数据
- listenStateDataOfJump(data) {
- if (this.spawnArray.length < 3) return;
- let _jumpType = this.getCurrentJumpType();
- //初始全部默认状态
- let _tempState = [{
- jumpName: 'NORMAL',
- jumpCode: 0,
- bTrigger: false,
- describe: '正常跳'
- },
- {
- jumpName: 'LEFT',
- jumpCode: 1,
- bTrigger: false,
- describe: '左直跳'
- },
- {
- jumpName: 'RIGHT',
- jumpCode: 2,
- bTrigger: false,
- describe: '右直跳'
- },
- {
- jumpName: 'LEFT_ROTATE',
- jumpCode: 3,
- bTrigger: false,
- describe: '左旋转跳'
- },
- {
- jumpName: 'RIGHT_ROTATE',
- jumpCode: 4,
- bTrigger: false,
- describe: '右旋转跳'
- }
- ];
- let {
- currentMaxValue,
- oGyroValue,
- peakOfWaveMaxValue,
- valleyOfWaveMinValue
- } = data
- // console.log('stateDataOfJump:');
- // console.log(JSON.stringify(data));
- this.onLogData = data;
- let _rotateLimit = 4;
- let _jumpLimit = 0;
- switch (_jumpType) {
- case 0:
- //JumpType.NORMAL = 0
- _tempState[0].bTrigger = true;
- this.eliminateJumpPrefabFormTemp(_tempState);
- break;
- case 1:
- if (currentMaxValue < -_jumpLimit) {
- //left jump
- _tempState[1].bTrigger = true;
- }
- this.eliminateJumpPrefabFormTemp(_tempState);
- break;
- case 2:
- if (currentMaxValue > _jumpLimit) {
- //right jump
- _tempState[2].bTrigger = true;
- }
- this.eliminateJumpPrefabFormTemp(_tempState);
- break;
- case 4:
- if (oGyroValue > _rotateLimit) {
- _tempState[4].bTrigger = true;
- }
- this.eliminateJumpPrefabFormTemp(_tempState);
- break;
- case 3:
- if (oGyroValue < -_rotateLimit) {
- _tempState[3].bTrigger = true;
- }
- this.eliminateJumpPrefabFormTemp(_tempState);
- break;
- default:
- console.log('没有对应的_jumpType', _jumpType);
- break;
- }
- },
- eliminateJumpPrefabFormTemp(_tempState) {
- //只触发第三个
- if (this.spawnArray.length < 3) {
- return;
- }
- let _temp = this.spawnArray[2];
- let bSuccess = false;
- for (let i = 0; i < _tempState.length; i++) {
- let _state = _tempState[i];
- if (_state.bTrigger) {
- console.log(this.eliminationCount + ',识别跳的类型:' + _state.describe + ',当前预制类型:' + _temp
- .jumpName +
- "\n直跳判断值:" + this.onLogData.currentMaxValue + ",旋转跳值:" + this.onLogData.oGyroValue);
- }
- //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) {
- _temp.bTrigger = true;
- this.canSpawnTemp = _temp;
- setTimeout(() => {
- //这里更新特效
- this.onDrawEffect(this.canSpawnTemp);
- }, 150);
- this.deleteSpawn = this.spawnArray.splice(0, 1);
- if (this.index < this.templatePool.length) {
- this.spawnArray.push(this.templatePool[this.index]);
- this.index++;
- }
- //成功
- this.setEliminationCount(1);
- //替换数组
- // console.log(this.index + " == " + this.spawnArray.length);
- if (this.spawnArray.length < 3 && this.index > 3) {
- clearInterval(this.countdownInterval);
- this.countdownInterval = null;
- //绘制新触发状态
- this.canGoNext = true;
- } else {
- //绘制新触发状态
- this.canOnDraw = true;
- }
- } else {
- //失误
- this.setFaultCount(1);
- }
- },
- /**
- * @param {Object} gameData
- * 识别跳部分数据处理
- */
- onBLEHitUpdate(gameData) {
- // console.log("gameData:", gameData);
- if (!this.bJumpPlay || this.isGameOver || this.spawnAnimation != null) return;
- // if (curAngleCeil < 30) {
- // directionPunch = "straightPunch";
- // name = "正向的直拳";
- // ename = "front-straight";
- // } else if (direction.x < 0) {
- // directionPunch = "rightPunch";
- // name = "正向的右拳";
- // ename = "front-right";
- // } else if (direction.x > 0) {
- // directionPunch = "leftPunch";
- // name = "正向的左拳";
- // ename = "front-left";
- // }
- if (gameData.direction == "straightPunch") {
- this.eliminateJumpPrefab(0);
- } else if (gameData.direction == "leftPunch") {
- this.eliminateJumpPrefab(1);
- } else if (gameData.direction == "rightPunch") {
- this.eliminateJumpPrefab(2);
- }
-
- this.BLEAccIndex++;
- },
- onClearData() {
- this.BLEAccIndex = 0;
- },
- onChangeY() {
- this.isY = true;
- },
- onChangeX() {
- this.isY = false;
- },
- onGetActionJumpPlayView(callback) {
- let view = uni.createSelectorQuery().select('#ActionJumpPlay');
- view.boundingClientRect(data => {
- if (callback)
- callback(data);
- }).exec();
- },
- onTipLevel() {
- this.$emit("tipLevel", {
- hiddenType: 'normal'
- });
- console.log("**************22");
- }
- }
- }
- </script>
- <style lang="scss">
- .mid-absolute {
- position: absolute;
- top: 0;
- bottom: 0;
- right: 0;
- left: 0;
- margin: auto;
- }
- .action-jump-timer {
- position: absolute;
- top: -150rpx;
- }
- .grid-progress-vertical-container {
- min-height: 376rpx;
- }
- .grid-progress-vertical-bar {
- max-height: 376rpx;
- }
- .grid-progress-vertical-child {
- width: 35px;
- height: 7.36px;
- margin: 7.36px 0 0 0;
- position: relative;
- }
- .grid-progress-vertical-active {
- width: 28rpx;
- }
- .grid-progress-vertical-inactive {
- width: 28rpx;
- }
- .sprite-yellow-arrow {
- display: inline-block;
- overflow: hidden;
- background-repeat: no-repeat;
- width: 194px;
- height: 232px;
- background-image: url('@/static/modal/action-jump/yellow-arrow.png');
- // border: 1rpx solid #00CE47;
- }
- .animation-play-state-play {
- animation: yellowArrowRun 1s steps(1, end); // infinite
- animation-play-state: running;
- }
- .animation-play-state-paused {
- animation-play-state: paused;
- }
- /**
- * 箭头动画
- */
- @keyframes yellowArrowRun {
- 0% {
- background-position: -0px -0px;
- }
- 5% {
- background-position: -0px -0px;
- }
- 10% {
- background-position: -194px -0px;
- }
- 15% {
- background-position: -388px -0px;
- }
- 20% {
- background-position: -582px -0px;
- }
- 25% {
- background-position: -776px -0px;
- }
- 30% {
- background-position: -0px -232px;
- }
- 35% {
- background-position: -194px -232px;
- }
- 40% {
- background-position: -388px -232px;
- }
- 45% {
- background-position: -582px -232px;
- }
- 50% {
- background-position: -776px -232px;
- }
- 55% {
- background-position: -0px -464px;
- }
- 60% {
- background-position: -194px -464px;
- }
- 65% {
- background-position: -388px -464px;
- }
- 70% {
- background-position: -582px -464px;
- }
- 75% {
- background-position: -776px -464px;
- }
- 80% {
- background-position: -0px -696px;
- }
- 85% {
- background-position: -194px -696px;
- }
- 90% {
- background-position: -388px -696px;
- }
- 95% {
- background-position: -582px -696px;
- }
- 100% {
- background-position: -776px -696px;
- }
- }
- .sprite-rightToLeftArrow {
- display: inline-block;
- overflow: hidden;
- background-repeat: no-repeat;
- width: 317px;
- height: 42px;
- background-image: url('@/static/modal/action-jump/rightToLeftArrow.png');
- // border: 1rpx solid #00CE47;
- }
- .sprite-rightToLeftArrow-play {
- animation: rightToLeftArrowRun 1s steps(1, end) infinite;
- }
- @keyframes rightToLeftArrowRun {
- 0% {
- background-position: -0px -0px;
- }
- 3.33% {
- background-position: -0px -0px;
- }
- 6.66% {
- background-position: -317px -0px;
- }
- 9.99% {
- background-position: -0px -42px;
- }
- 13.33% {
- background-position: -317px -42px;
- }
- 16.66% {
- background-position: -0px -84px;
- }
- 19.99% {
- background-position: -317px -84px;
- }
- 23.33% {
- background-position: -0px -126px;
- }
- 26.66% {
- background-position: -317px -126px;
- }
- 29.99% {
- background-position: -0px -168px;
- }
- 33.33% {
- background-position: -317px -168px;
- }
- 36.66% {
- background-position: -0px -210px;
- }
- 39.99% {
- background-position: -317px -210px;
- }
- 43.33% {
- background-position: -0px -252px;
- }
- 46.66% {
- background-position: -317px -252px;
- }
- 49.99% {
- background-position: -0px -294px;
- }
- 53.33% {
- background-position: -317px -294px;
- }
- 56.66% {
- background-position: -0px -336px;
- }
- 59.99% {
- background-position: -317px -336px;
- }
- 63.33% {
- background-position: -0px -378px;
- }
- 66.66% {
- background-position: -317px -378px;
- }
- 69.99% {
- background-position: -0px -420px;
- }
- 73.33% {
- background-position: -317px -420px;
- }
- 76.66% {
- background-position: -0px -462px;
- }
- 79.99% {
- background-position: -317px -462px;
- }
- 83.33% {
- background-position: -0px -504px;
- }
- 86.66% {
- background-position: -317px -504px;
- }
- 89.99% {
- background-position: -0px -546px;
- }
- 93.33% {
- background-position: -317px -546px;
- }
- 96.66% {
- background-position: -0px -588px;
- }
- 100% {
- background-position: -317px -588px;
- }
- }
- </style>
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