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拳王水果机版本

slambb 2 lat temu
commit
d94dc7fa2a
100 zmienionych plików z 19058 dodań i 0 usunięć
  1. 53 0
      .gitignore
  2. 12 0
      assets/animation.meta
  3. 33 0
      assets/animation/buttonScale.anim
  4. 5 0
      assets/animation/buttonScale.anim.meta
  5. 12 0
      assets/audio.meta
  6. BIN
      assets/audio/bg.mp3
  7. 7 0
      assets/audio/bg.mp3.meta
  8. 12 0
      assets/audio/num.meta
  9. BIN
      assets/audio/num/0.mp3
  10. 7 0
      assets/audio/num/0.mp3.meta
  11. BIN
      assets/audio/num/1.mp3
  12. 7 0
      assets/audio/num/1.mp3.meta
  13. BIN
      assets/audio/num/10.mp3
  14. 7 0
      assets/audio/num/10.mp3.meta
  15. BIN
      assets/audio/num/2.mp3
  16. 7 0
      assets/audio/num/2.mp3.meta
  17. BIN
      assets/audio/num/3.mp3
  18. 7 0
      assets/audio/num/3.mp3.meta
  19. BIN
      assets/audio/num/4.mp3
  20. 7 0
      assets/audio/num/4.mp3.meta
  21. BIN
      assets/audio/num/5.mp3
  22. 7 0
      assets/audio/num/5.mp3.meta
  23. BIN
      assets/audio/num/6.mp3
  24. 7 0
      assets/audio/num/6.mp3.meta
  25. BIN
      assets/audio/num/7.mp3
  26. 7 0
      assets/audio/num/7.mp3.meta
  27. BIN
      assets/audio/num/8.mp3
  28. 7 0
      assets/audio/num/8.mp3.meta
  29. BIN
      assets/audio/num/9.mp3
  30. 7 0
      assets/audio/num/9.mp3.meta
  31. BIN
      assets/audio/num/公斤.mp3
  32. 7 0
      assets/audio/num/公斤.mp3.meta
  33. BIN
      assets/audio/num/分.mp3
  34. 7 0
      assets/audio/num/分.mp3.meta
  35. BIN
      assets/audio/num/力量.mp3
  36. 7 0
      assets/audio/num/力量.mp3.meta
  37. BIN
      assets/audio/num/百.mp3
  38. 7 0
      assets/audio/num/百.mp3.meta
  39. 12 0
      assets/audio/tip.meta
  40. BIN
      assets/audio/tip/击中.wav
  41. 7 0
      assets/audio/tip/击中.wav.meta
  42. BIN
      assets/audio/tip/右勾拳.mp3
  43. 7 0
      assets/audio/tip/右勾拳.mp3.meta
  44. BIN
      assets/audio/tip/失败.mp3
  45. 7 0
      assets/audio/tip/失败.mp3.meta
  46. BIN
      assets/audio/tip/左勾拳.mp3
  47. 7 0
      assets/audio/tip/左勾拳.mp3.meta
  48. BIN
      assets/audio/tip/每日金币奖励到账.mp3
  49. 7 0
      assets/audio/tip/每日金币奖励到账.mp3.meta
  50. BIN
      assets/audio/tip/游戏开始.mp3
  51. 7 0
      assets/audio/tip/游戏开始.mp3.meta
  52. BIN
      assets/audio/tip/直拳.mp3
  53. 7 0
      assets/audio/tip/直拳.mp3.meta
  54. BIN
      assets/audio/tip/胜利.mp3
  55. 7 0
      assets/audio/tip/胜利.mp3.meta
  56. BIN
      assets/audio/tip/规则说明.mp3
  57. 7 0
      assets/audio/tip/规则说明.mp3.meta
  58. BIN
      assets/audio/tip/金币不足.mp3
  59. 7 0
      assets/audio/tip/金币不足.mp3.meta
  60. BIN
      assets/audio/三连中.mp3
  61. 7 0
      assets/audio/三连中.mp3.meta
  62. BIN
      assets/audio/二连中.mp3
  63. 7 0
      assets/audio/二连中.mp3.meta
  64. BIN
      assets/audio/扣金币.mp3
  65. 7 0
      assets/audio/扣金币.mp3.meta
  66. BIN
      assets/audio/流转.mp3
  67. 7 0
      assets/audio/流转.mp3.meta
  68. BIN
      assets/audio/获取金币.mp3
  69. 7 0
      assets/audio/获取金币.mp3.meta
  70. BIN
      assets/audio/错误.mp3
  71. 7 0
      assets/audio/错误.mp3.meta
  72. 8494 0
      assets/game.fire
  73. 7 0
      assets/game.fire.meta
  74. 12 0
      assets/script.meta
  75. 206 0
      assets/script/audioScript.js
  76. 9 0
      assets/script/audioScript.js.meta
  77. 831 0
      assets/script/lucky.js
  78. 9 0
      assets/script/lucky.js.meta
  79. 12 0
      assets/script/test.meta
  80. 455 0
      assets/script/test/o0.js
  81. 9 0
      assets/script/test/o0.js.meta
  82. 440 0
      assets/script/test/o0Project.js
  83. 9 0
      assets/script/test/o0Project.js.meta
  84. 244 0
      assets/script/test/o0ProjectRelease.js
  85. 9 0
      assets/script/test/o0ProjectRelease.js.meta
  86. 232 0
      assets/script/test/o0ProjectRelease0.1.js
  87. 9 0
      assets/script/test/o0ProjectRelease0.1.js.meta
  88. 30 0
      assets/script/test/testAudio.js
  89. 9 0
      assets/script/test/testAudio.js.meta
  90. 809 0
      assets/script/test/testWebview.js
  91. 9 0
      assets/script/test/testWebview.js.meta
  92. 12 0
      assets/script/utils.meta
  93. 9 0
      assets/script/utils/global.ts
  94. 9 0
      assets/script/utils/global.ts.meta
  95. 471 0
      assets/script/webview.js
  96. 9 0
      assets/script/webview.js.meta
  97. 2225 0
      assets/test-jump.fire
  98. 7 0
      assets/test-jump.fire.meta
  99. 4102 0
      assets/test.fire
  100. 7 0
      assets/test.fire.meta

+ 53 - 0
.gitignore

@@ -0,0 +1,53 @@
+#/////////////////////////////////////////////////////////////////////////////
+# Fireball Projects
+#/////////////////////////////////////////////////////////////////////////////
+
+/library/
+/temp/
+/local/
+/build/
+
+#/////////////////////////////////////////////////////////////////////////////
+# npm files
+#/////////////////////////////////////////////////////////////////////////////
+
+npm-debug.log
+node_modules/
+
+#/////////////////////////////////////////////////////////////////////////////
+# Logs and databases
+#/////////////////////////////////////////////////////////////////////////////
+
+*.log
+*.sql
+*.sqlite
+
+#/////////////////////////////////////////////////////////////////////////////
+# files for debugger
+#/////////////////////////////////////////////////////////////////////////////
+
+*.sln
+*.csproj
+*.pidb
+*.unityproj
+*.suo
+
+#/////////////////////////////////////////////////////////////////////////////
+# OS generated files
+#/////////////////////////////////////////////////////////////////////////////
+
+.DS_Store
+ehthumbs.db
+Thumbs.db
+
+#/////////////////////////////////////////////////////////////////////////////
+# WebStorm files
+#/////////////////////////////////////////////////////////////////////////////
+
+.idea/
+
+#//////////////////////////
+# VS Code files
+#//////////////////////////
+
+.vscode/

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+    },
+    "twoHits": {
+      "__uuid__": "6814c39e-72f7-46a1-8e9a-0c61900355b4"
+    },
+    "_id": "56ilkcDthFlKJeeSaAx040"
+  },
+  {
+    "__type__": "cc.Canvas",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 2
+    },
+    "_enabled": true,
+    "_designResolution": {
+      "__type__": "cc.Size",
+      "width": 750,
+      "height": 1334
+    },
+    "_fitWidth": true,
+    "_fitHeight": true,
+    "_id": "20hH8KazZIU4aqtesCoks+"
+  },
+  {
+    "__type__": "cc.Widget",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 2
+    },
+    "_enabled": true,
+    "alignMode": 1,
+    "_target": null,
+    "_alignFlags": 45,
+    "_left": 0,
+    "_right": 0,
+    "_top": 0,
+    "_bottom": 0,
+    "_verticalCenter": 0,
+    "_horizontalCenter": 0,
+    "_isAbsLeft": true,
+    "_isAbsRight": true,
+    "_isAbsTop": true,
+    "_isAbsBottom": true,
+    "_isAbsHorizontalCenter": true,
+    "_isAbsVerticalCenter": true,
+    "_originalWidth": 0,
+    "_originalHeight": 0,
+    "_id": "15v98OrDpIAqWI7bXow/9H"
+  }
+]

+ 7 - 0
assets/game.fire.meta

@@ -0,0 +1,7 @@
+{
+  "ver": "1.2.9",
+  "uuid": "0070ce14-97a7-471d-829e-6371b431d76d",
+  "asyncLoadAssets": false,
+  "autoReleaseAssets": false,
+  "subMetas": {}
+}

+ 12 - 0
assets/script.meta

@@ -0,0 +1,12 @@
+{
+  "ver": "1.1.2",
+  "uuid": "c5aa94ae-7648-46ff-993c-e2d22f955dc4",
+  "isBundle": false,
+  "bundleName": "",
+  "priority": 1,
+  "compressionType": {},
+  "optimizeHotUpdate": {},
+  "inlineSpriteFrames": {},
+  "isRemoteBundle": {},
+  "subMetas": {}
+}

+ 206 - 0
assets/script/audioScript.js

@@ -0,0 +1,206 @@
+
+cc.Class({
+    extends: cc.Component,
+
+    properties: {
+
+        bgClip: {
+            default: null,
+            type: cc.AudioClip
+        },
+
+        tipClip: {
+            default: [],
+            type: cc.AudioClip,
+            tooltip: "提示出拳方式, 0 左,1 中,2 右",
+        },
+
+        //游戏开始
+        gameStart: {
+            default: null,
+            type: cc.AudioClip
+        },
+
+        gameVictory: {
+            default: null,
+            tooltip: "游戏胜利",
+            type: cc.AudioClip
+        },
+
+        gameDefeat: {
+            default: null,
+            tooltip: "游戏失败",
+            type: cc.AudioClip
+        },
+
+        numClip: {
+            default: [],
+            type: cc.AudioClip,
+            tooltip: "播报数字0 - 10",
+        },
+
+        numPower: {
+            default: null,
+            tooltip: "数值前的力量提示",
+            type: cc.AudioClip
+        },
+
+        numUnit: {
+            default: null,
+            tooltip: "数值后的单位",
+            type: cc.AudioClip
+        },
+        hitFail: {
+            default: null,
+            tooltip: "击打失败",
+            type: cc.AudioClip
+        },
+        hitSuccess: {
+            default: null,
+            tooltip: "击打成功",
+            type: cc.AudioClip
+        },
+
+        getCoin: {
+            default: null,
+            tooltip: "获得金币",
+            type: cc.AudioClip
+        },
+
+        deducCoin: {
+            default: null,
+            tooltip: "扣金币",
+            type: cc.AudioClip
+        },
+
+        noCoin: {
+            default: null,
+            tooltip: "不够金币",
+            type: cc.AudioClip
+        },
+
+
+
+        threeHits: {
+            default: null,
+            tooltip: "连续击中三次",
+            type: cc.AudioClip
+        },
+
+        twoHits: {
+            default: null,
+            tooltip: "连续击中两次",
+            type: cc.AudioClip
+        },
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+
+    onLoad() {
+        window.myAudio = this;
+    },
+
+    start() {
+        cc.audioEngine.playMusic(this.bgClip, true);
+
+        // this.onPlayHitPower("48");
+    },
+
+    //提示出拳方式, 0 左,1 中,2 右
+    onPlayBoxingTip(tipIndex) {
+        cc.audioEngine.play(this.tipClip[tipIndex], false, 1);
+    },
+
+    //开始转动
+    onPlayGameStart(callback) {
+        cc.audioEngine.play(this.gameStart, false, 1);
+        setTimeout(() => {
+            if (callback)
+                callback();
+        }, 2000);
+    },
+
+    onPlayGameVictory() {
+        cc.audioEngine.play(this.gameVictory, false, 1);
+    },
+
+    onPlayGameDefeat() {
+        cc.audioEngine.play(this.gameDefeat, false, 1);
+    },
+
+    onPlayHitPower(hitPower, callback) {
+        let hitPowers = hitPower.split('');
+        // console.log("onPlayHitPower", hitPowers);
+        let self = this;
+        let audioIndexArray = [];
+        if (hitPower.length == 3) { //三位数
+            audioIndexArray.push(hitPowers[0]);//百
+            audioIndexArray.push(11);//插入百的单位声音
+            //如果十位是0的话,也不用插入读音
+            if (hitPowers[1] !== "0")
+                audioIndexArray.push(hitPowers[1]);//十
+            audioIndexArray.push(10);//插入十的单位声音
+            //假如最后一个是 0 ,不用插入
+            if (hitPowers[2] !== "0")
+                audioIndexArray.push(hitPowers[2]);//个
+        } else if (hitPower.length == 2) { //两位数
+            audioIndexArray.push(hitPowers[0]);//十
+            audioIndexArray.push(10);//插入十的单位声音
+            //假如最后一个是 0 ,不用插入
+            if (hitPowers[1] !== "0")
+                audioIndexArray.push(hitPowers[1]);//个
+        }
+        cc.audioEngine.play(self.numPower, false, 1);
+        setTimeout(function () {
+            for (let i = 0; i < audioIndexArray.length; i++) {
+                (
+                    function (a) {
+                        setTimeout(function () {
+                            cc.audioEngine.play(self.numClip[audioIndexArray[a]], false, 1);
+                            if (a == audioIndexArray.length - 1) {
+                                setTimeout(function () {
+                                    cc.audioEngine.play(self.numUnit, false, 1);
+                                    //读完后给个回调
+                                    setTimeout(function () {
+                                        if (callback)
+                                            callback();
+                                    }, 1000)
+                                }, 500)
+                            }
+                        }, a * 500)
+                    }(i)
+                )
+            }
+        }, 1300)
+
+
+
+    },
+
+    onHitFail() {
+        cc.audioEngine.playEffect(this.hitFail, false, 1);
+    },
+
+    onHitSuccess() {
+        cc.audioEngine.playEffect(this.hitSuccess, false, 1);
+    },
+
+    onGetCoin() {
+        cc.audioEngine.playEffect(this.getCoin, false, 1);
+    },
+    onDeducCoin() {
+        cc.audioEngine.playEffect(this.deducCoin, false, 1);
+    },
+
+    onNoCoin() {
+        cc.audioEngine.playEffect(this.noCoin, false, 1);
+    },
+    onTwoHits() {
+        cc.audioEngine.playEffect(this.twoHits, false, 1);
+    },
+
+    onThreeHits() {
+        cc.audioEngine.playEffect(this.threeHits, false, 1);
+    }
+    // update (dt) {},
+});

+ 9 - 0
assets/script/audioScript.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "94c7fd63-587b-4be7-8cc7-dc3ca98b8848",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 831 - 0
assets/script/lucky.js

@@ -0,0 +1,831 @@
+// Learn cc.Class:
+//  - https://docs.cocos.com/creator/manual/en/scripting/class.html
+// Learn Attribute:
+//  - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html
+// Learn life-cycle callbacks:
+//  - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html
+
+
+var hitDirection = cc.Enum({
+    left: 0,
+    middle: 1,
+    right: 2
+});
+
+cc.Class({
+    extends: cc.Component,
+
+    properties: {
+        // foo: {
+        //     // ATTRIBUTES:
+        //     default: null,        // The default value will be used only when the component attaching
+        //                           // to a node for the first time
+        //     type: cc.SpriteFrame, // optional, default is typeof default
+        //     serializable: true,   // optional, default is true
+        // },
+        // bar: {
+        //     get () {
+        //         return this._bar;
+        //     },
+        //     set (value) {
+        //         this._bar = value;
+        //     }
+        // },
+
+        //硬币初始值
+        coin: {
+            default: 3000,
+            type: cc.Integer,
+            tooltip: "初始分数",
+            serializable: true,
+        },
+
+        coinNode: {
+            default: null,
+            type: cc.Node,
+            tooltip: "显示可用分数",
+            serializable: true,
+        },
+
+
+
+        index: {
+            default: 0,
+            type: cc.Integer,
+            visible: false,
+            serializable: false,
+        },
+
+        fruits: {
+            default: [],
+            visible: false,
+            type: cc.Node,
+            serializable: true
+        },
+
+        FruitsNode: {
+            default: null,
+            type: cc.Node,
+            tooltip: "图标父节点",
+            serializable: true,
+        },
+
+        FruitsMask: {
+            default: null,
+            type: cc.Node,
+            tooltip: "选中的遮罩",
+            serializable: true,
+        },
+
+        //减速时间==加速时间
+        duration: {
+            tooltip: "减速时间==加速时间",
+            default: 2,
+            type: cc.Float,
+            max: 10,
+            min: 1,
+        },
+
+        rewardFruits: {
+            default: [],
+            tooltip: "奖励的水果数组",
+            visible: false,
+            type: cc.Node,
+            serializable: true
+        },
+
+        ResultNode: {
+            default: null,
+            type: cc.Node,
+            tooltip: "返回结果的父节点",
+            serializable: true,
+        },
+
+        resultFruits: {
+            default: [],
+            tooltip: "solt节点",
+            visible: false,
+            type: cc.Node,
+            serializable: true
+        },
+
+
+        runSche: {
+            default: null,
+            visible: false,
+            serializable: true,
+        },
+
+
+        //执行次数
+        count: {
+            default: 0,
+            type: cc.Integer,
+            visible: false,
+            serializable: false,
+        },
+
+        //击中的次数
+        hitCount: {
+            default: 0,
+            type: cc.Integer,
+            visible: false,
+            serializable: false,
+        },
+
+        //定义一个水果字典属性
+        coinArray: {
+            default: null,
+            visible: false,
+            serializable: true,
+        },
+
+        //计算结果时候奖励的金币
+        rewardCoin: {
+            default: 0,
+            type: cc.Integer,
+            visible: false,
+            serializable: false,
+        },
+
+
+        rewardCoinNode: {
+            default: null,
+            type: cc.Node,
+            tooltip: "当前奖励的金币数量",
+            serializable: true,
+        },
+
+        //是否开始运行
+        gameRun: {
+            default: false,
+            visible: false,
+            serializable: false,
+        },
+        //是否完全停下来
+        gameStop: {
+            default: false,
+            visible: false,
+            serializable: false,
+        },
+
+        //是否在播放开始音乐
+        audioGameStartPlay: {
+            default: false,
+            visible: false,
+            serializable: false,
+        },
+
+        defaultSpriteFrame: {
+            default: null,
+            type: cc.spriteFrame,
+            serializable: false,
+            visible: false,
+        },
+
+
+        //左右两个进度条
+        leftProgressBar: {
+            default: null,
+            type: cc.ProgressBar,
+            serializable: true,
+        },
+        rightProgressBar: {
+            default: null,
+            serializable: true,
+            type: cc.ProgressBar,
+        },
+
+        maxHitPower: {
+            default: 200,
+            type: cc.Integer,
+            tooltip: "最大的力,公斤",
+            serializable: false,
+        },
+
+        curHitPower: {
+            default: 0,
+            type: cc.Integer,
+            tooltip: "当前的力,公斤",
+            serializable: false,
+        },
+
+        upTime: {
+            default: 3,
+            type: cc.Integer,
+            tooltip: "上升时间",
+            serializable: true,
+        },
+
+        powerLabel: {
+            default: null,
+            type: cc.Label,
+            tooltip: "显示的力量槽",
+            serializable: true,
+        },
+
+        hitDire: {
+            default: hitDirection.left,
+            type: cc.Enum(hitDirection),
+            visible: false
+        },
+
+
+        tipDire: {
+            default: hitDirection.left,
+            type: cc.Enum(hitDirection),
+            visible: false,
+        },
+
+
+        tipDireBoxingNode: {
+            default: [],
+            visible: true,
+            tooltip: "提示的拳击图标节点",
+            type: cc.Node,
+            serializable: true
+        },
+
+        explainUI: {
+            default: null,
+            type: cc.Node,
+            tooltip: "说明ui节点",
+            serializable: true,
+        },
+
+        StartButton: {
+            default: null,
+            type: cc.Node,
+            tooltip: "开始按钮节点",
+            serializable: true,
+        },
+
+        bHasPlayEnd: {
+            default: false,
+            tooltip: "是否播放完数字读音",
+            serializable: true,
+        },
+
+        timeCount: {
+            default: 0,
+            type: cc.Integer,
+            visible: false
+        }
+
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+    syncCoin() {
+        //显示初始分数
+        this.coinNode.getComponent(cc.Label).string = this.coin;
+
+    },
+    syncReward() {
+        //同步当前奖励的金币
+        this.rewardCoinNode.getComponent(cc.Label).string = this.rewardCoin;
+
+    },
+    syncHitPower(value) {
+        this.curHitPower = value;
+        this.powerLabel.string = this.curHitPower;
+    },
+    onLoad() {
+        //显示初始分数
+        this.syncCoin();
+        //同步当前奖励的金币
+        this.syncReward();
+        //同步当前打击力
+        this.syncHitPower(0);
+
+        //定义一个水果字典属性
+        this.coinArray = {
+            "apple": 100,
+            "apple_d": 200,
+            "bell": 300,
+            "bell_d": 600,
+            "seven": 700,
+            "seven_d": 1400,
+            "star": 1000,
+            "star_d": 2000,
+            "bar": 3000,
+            "lucky": 0 //lucky不算钱
+        }
+
+        //获取水果的solt对象
+        this.resultFruits = this.ResultNode.children;
+
+        //保存一下默认的spriteFrame
+        this.defaultSpriteFrame = this.resultFruits[0].getComponent(cc.Sprite).spriteFrame;
+
+        //获取水果机的对象排序
+        let topChild = this.FruitsNode.getChildByName("top").children;
+        let rightChild = this.FruitsNode.getChildByName("right").children;
+        let leftChild = this.FruitsNode.getChildByName("left").children.reverse();
+        let bottomChild = this.FruitsNode.getChildByName("bottom").children.reverse();
+        //这里要按顺时针 获取节点,以便循环
+        //比如 top->right->bottom->left
+        this.fruits = this.fruits.concat(topChild)
+            .concat(rightChild)
+            .concat(bottomChild)
+            .concat(leftChild);
+        console.log(this.fruits);
+        //加入 fruits 数组后,后面两个需要再反转回来,不然显示会相反
+        leftChild.reverse();
+        bottomChild.reverse();
+
+
+        this.schedule(() => {
+            this.timeCount++;
+        }, 1)
+    },
+
+    start() {
+        //开一个计时器,5分钟判断一次
+        this.schedule(function () {
+            if (this.coin < 500) {
+                this.coin += 3000;
+                this.syncCoin();
+                console.log("赠送金币", this.coin);
+            }
+        }.bind(this), 300);
+    },
+    //开始游戏
+    onGameStart() {
+        if (this.gameStop) return;
+
+        if (this.gameRun) return;
+
+        if (this.count >= 3) {
+            console.log("已执行完三次打击");
+            return;
+        }
+
+
+        if (this.coin == 0) {
+            console.log("金币不能为零");
+            myAudio.onNoCoin();
+            return;
+        }
+
+        if (this.coin >= 500) {
+            //计算金币
+            this.coin -= 500;
+            this.syncCoin();
+            myAudio.onDeducCoin();
+        } else {
+            console.log("金币不足500!");
+            myAudio.onNoCoin();
+            return;
+        }
+
+        //开启runing 
+        this.runSche = () => {
+            this.runing();
+        }
+
+        this.schedule(this.runSche, 0.05);
+
+        this.gameRun = true;
+
+        console.log("点击开始");
+
+        //设置提示拳
+        setTimeout(() => {
+            this.onSetTipDirection();
+        }, 500)
+    },
+
+
+    runing() {
+
+        if (this.fruits.length == 0) {
+            console.log("fruits 不能为空");
+            return;
+        }
+        // this.index = 10;
+        if (this.index == this.fruits.length - 1) {
+            this.index = 0;
+        } else {
+            this.index++;
+        }
+        //获取target 的pos
+        let tarPos = this.fruits[this.index].parent.convertToWorldSpaceAR(this.fruits[this.index].position);
+        let endPos = this.FruitsMask.parent.convertToNodeSpaceAR(tarPos);
+        this.FruitsMask.setPosition(endPos);
+
+
+    },
+    //设置提示的击打方向
+    onSetTipDirection() {
+        let direArray = [0, 1, 2];
+        let index = Math.floor((Math.random() * direArray.length));
+
+        for (let i = 0; i < this.tipDireBoxingNode.length; i++) {
+
+            if (i == index) {
+                this.tipDireBoxingNode[i].active = true;
+            } else {
+                this.tipDireBoxingNode[i].active = false;
+            }
+
+        }
+
+        if (index == 0) {
+            this.tipDire = hitDirection.left;
+        } else if (index == 1) {
+            this.tipDire = hitDirection.middle;
+        } else if (index == 2) {
+            this.tipDire = hitDirection.right;
+        }
+
+        //提示拳击方向
+        myAudio.onPlayBoxingTip(index);
+
+        console.log("设置的提示拳:", this.tipDire);
+    },
+    //手机加速计部分调用触发,
+    //走完计算流程后,触发回调
+    onHitFromDevice(data, callback) {
+        console.log("onHitFromDevice:", data);
+        if (data.direction == "xLCount") {
+            //右勾拳
+            this.onHitCall("right", data.hitPower, callback);
+
+        } else if (data.direction == "xRCount") {
+            //左勾拳
+            this.onHitCall("left", data.hitPower, callback);
+
+        } else if (data.direction == "zLCount" || data.direction == "zRCount") {
+            //直拳
+            this.onHitCall("middle", data.hitPower, callback);
+
+        }
+
+
+    },
+    //调用打击
+    onHitCall(direction, hitPower, callback) {
+        if (!this.gameRun) {
+            console.log("游戏未开始");
+            return;
+        }
+
+        let ranPower = 0;
+        if (!hitPower) {
+            //1.计算力量,
+            ranPower = Math.ceil(Math.random() * 200) + 100;
+        } else {
+            ranPower = hitPower;
+        }
+
+        if (ranPower > 999)
+            ranPower = 999;
+
+        //判断方向
+        if (direction == "left") {
+            this.hitDire = hitDirection.left;
+        } else if (direction == "middle") {
+            this.hitDire = hitDirection.middle;
+        } else if (direction == "right") {
+            this.hitDire = hitDirection.right;
+        }
+        // console.log(this.hitDire);
+
+        //判断是否和提示的方向一样
+        if (this.hitDire == this.tipDire) {
+            this.onDelayEnd(ranPower);
+            // console.log("击打正确");
+            //读取播报数字
+            this.bHasPlayEnd = false;
+            myAudio.onPlayHitPower(ranPower.toString(), () => {
+                this.bHasPlayEnd = true;
+                console.log("播放完声音:", this.gameStop, this.gameRun, this.bHasPlayEnd);
+                if (this.count == 3) {
+                    if (this.gameStop || this.gameRun) return;
+                    //计算奖励
+                    this.onRewards();
+
+                } else {
+                    //如果count 不等于 3 ,继续开游戏
+                    //todo 播放音效后,继续游戏
+                    //开始游戏
+                    this.onGameStart();
+
+                }
+            });
+
+            this.hitCount++;
+            //播放击中的音效
+            if (this.hitCount == 2) {
+                myAudio.onTwoHits();
+            } else if (this.hitCount == 3) {
+                myAudio.onThreeHits();
+            } else if (this.hitCount == 1) {
+                myAudio.onHitSuccess();
+            }
+        } else {
+
+            this.hitCount = 0;
+
+            if (this.tipDire == 0) {
+                console.log("请打击左勾拳");
+                myAudio.onHitFail();
+
+                //提示拳击方向
+                myAudio.onPlayBoxingTip(0);
+                if (callback)
+                    callback();
+            } else if (this.tipDire == 1) {
+                console.log("请打击直拳");
+                myAudio.onHitFail();
+                //提示拳击方向
+                myAudio.onPlayBoxingTip(1);
+                if (callback)
+                    callback();
+            } else if (this.tipDire == 2) {
+                console.log("请打击右勾拳");
+                myAudio.onHitFail();
+                //提示拳击方向
+                myAudio.onPlayBoxingTip(2);
+                if (callback)
+                    callback();
+            }
+        }
+    },
+    //
+    onDelayEnd(hitPower) {
+        if (!this.gameRun)
+            return;
+        this.gameRun = false;
+
+        //假如已经触发停止按钮响应,但是还没完全停止
+        this.gameStop = true;
+
+        //2.根据力量值,来判断,如果超过max值,马上停止,反之停止的越慢
+        let temPower = hitPower / this.maxHitPower;
+        //3.计算剩余的时间time 比例,
+        let time = (1 - temPower) * this.duration;
+        if (time <= 0) {
+            time = 0;
+        }
+        console.log("运行的时间:", time);
+        //4.默认运行速度是0.05 最大值是0.5
+        let obj = { a: 0.05 }
+        let oldValue = 0.05;
+        cc.tween(obj).to(time, { a: 0.5 }, {
+            progress: (start, end, current, ratio) => {
+                let tempValue = start + (end - start) * ratio;
+                if (tempValue > oldValue * 2 + 0.001) {
+                    oldValue = tempValue;
+                    this.unschedule(this.runSche);
+                    this.schedule(this.runSche, oldValue);
+                }
+                return start + (end - start) * ratio;
+            }
+        })
+            .call(() => {
+                this.onEndShow(hitPower);
+            })
+            .start()
+
+
+        //显示到ui
+        this.syncHitPower(hitPower);
+        this.onPowerBar(hitPower);
+
+
+        console.log("点击停止");
+    },
+
+    onEndShow() {
+        this.gameStop = false;
+        this.count++;
+        this.unschedule(this.runSche);
+        this.rewardFruits.push(this.fruits[this.index]);
+        console.log("选中的水果名字:", this.fruits[this.index].name);
+        for (let i = 0; i < this.rewardFruits.length; i++) {
+            //结果在resultFruits中显示
+            this.resultFruits[i].getComponent(cc.Sprite).spriteFrame = this.rewardFruits[i].getComponent(cc.Sprite).spriteFrame;
+        }
+
+        webView.onResetAccState();
+        console.log("this.bHasPlayEnd:", this.bHasPlayEnd);
+
+        if (this.bHasPlayEnd) {
+            if (this.count == 3) {
+                //计算奖励
+                this.onRewards();
+            } else {
+                //如果count 不等于 3 ,继续开游戏
+                //todo 播放音效后,继续游戏
+                //开始游戏
+                console.log(this.gameStop, this.gameRun, this.bHasPlayEnd);
+                this.onGameStart();
+
+            }
+        }
+
+    },
+
+    onRewards() {
+        //计算分数
+        //水果组合:
+        //如果没有组合用户得不到任何金币(三个完全不同的水果)
+
+        //三次打击完成后如果出现一对相同的水果(非双倍水果)金币加成这两个水果总金额的25%
+        //三次打击完成后如果出现3个相同的水果(非双倍水果),金币加成这两个水果总金额的50% **
+
+        //三次打击完成后如果出现一对相同的水果(双倍水果)金币加成这两个水果总金额的50%
+        //三次打击完成后如果出现3个相同的水果(双倍水果),金币加成这两个水果总金额的100% **
+
+        //三个相等
+        if (this.rewardFruits[0].name == this.rewardFruits[1].name && this.rewardFruits[0].name == this.rewardFruits[2].name) {
+            //不能是lucky图标,之后判断是双倍还是非双倍
+            if (this.rewardFruits[0].name != "lucky") {
+                let coinItem = this.coinArray[this.rewardFruits[0].name];
+                if (this.rewardFruits[0].name.indexOf("_d") != -1) {
+                    //是双倍水果,加成总金额的100%
+                    this.rewardCoin = coinItem * 6;//coinItem * 3 * 2
+
+                    console.log("是双倍水果,加成总金额的100% ");
+
+                } else {
+                    this.rewardCoin = coinItem * 4.5;//coinItem * 3 + coinItem  * 1.5
+
+                    console.log("是单倍水果,加成总金额的50% ");
+                }
+
+            } else {
+                console.log("三个lucky不加分");
+            }
+        }
+        else {
+            //记录一下相同和不同的对象
+            let sameObj = null, defferentObj = null;
+            if (this.rewardFruits[0].name == this.rewardFruits[1].name) {
+                defferentObj = this.rewardFruits[2];
+                sameObj = this.rewardFruits[0];
+            } else if (this.rewardFruits[0].name == this.rewardFruits[2].name) {
+                defferentObj = this.rewardFruits[1];
+                sameObj = this.rewardFruits[0];
+            } else if (this.rewardFruits[1].name == this.rewardFruits[2].name) {
+                defferentObj = this.rewardFruits[0];
+                sameObj = this.rewardFruits[1];
+            }
+            //判断两个相等的不是lucky,计算分数
+            if (sameObj != null && sameObj.name != "lucky") {
+                let coinItem = this.coinArray[sameObj.name];
+                //判断不相等的那一个是不是lucky,如果是,则计算三个相等
+                if (defferentObj.name == "lucky") {
+                    if (sameObj.name.indexOf("_d") != -1) {
+                        //是双倍水果,加成总金额的100%
+                        this.rewardCoin = coinItem * 6;//coinItem * 3 * 2
+
+                        console.log("是双倍水果,加成总金额的100% ");
+                    } else {
+                        //是单倍水果,加成总金额的50%
+                        this.rewardCoin = coinItem * 4.5;// coinItem * 3 + coinItem  * 1.5
+
+                        console.log("是单倍水果,加成总金额的50% ");
+
+                    }
+                } else {
+                    //处理只有两个相等情况
+                    if (sameObj.name.indexOf("_d") != -1) {
+                        //是双倍水果,加成总金额的50% 
+                        this.rewardCoin = coinItem * 3; //coinItem * 2 + coinItem  * 2 * 0.5
+
+                        console.log("是双倍水果,加成总金额的50% ");
+
+                    } else {
+                        //是单倍水果,加成总金额的25%
+                        this.rewardCoin = coinItem * 2.5;//coinItem * 2 + coinItem  * 2 * 0.25
+
+                        console.log("是单倍水果,加成总金额的25% ");
+
+                    }
+                }
+
+            } else if (sameObj == null) {
+                console.log("没有相同的项目,不加分");
+            }
+
+        }
+
+        console.log("最后奖励的分数:", this.rewardCoin);
+
+        if (0 == this.rewardCoin) {
+            //失败
+            myAudio.onPlayGameDefeat();
+        } else {
+            //成功
+            myAudio.onPlayGameVictory();
+
+            //金币音效
+            myAudio.onGetCoin();
+
+            this.coin += this.rewardCoin;
+            this.syncCoin();
+        }
+
+        this.syncReward();
+
+        //显示开始按钮
+        this.StartButton.active = true;
+        console.log("是否显示按钮:", this.StartButton.active);
+
+        
+        this.uploadScore();
+    },
+
+    //重置游戏,点击开始游戏调用
+    onReset() {
+
+        if (this.gameStop) return;
+
+        if (this.gameRun) return;
+
+        if (this.count < 3 && this.count != 0) {
+            console.log("需要执行完才可以开始,count=", this.count);
+            return;
+        }
+
+        this.count = 0;
+        this.rewardCoin = 0;
+        this.syncReward();
+        this.rewardFruits = [];
+        this.unschedule(this.runSche);
+        for (let i = 0; i < this.resultFruits.length; i++) {
+            //结果在resultFruits中显示
+            this.resultFruits[i].getComponent(cc.Sprite).spriteFrame = this.defaultSpriteFrame;
+
+        }
+
+        this.syncHitPower(0);
+        this.StartButton.active = false;
+        console.log("onReset 是否显示按钮:", this.StartButton.active);
+
+        if (this.audioGameStartPlay) return;
+        this.audioGameStartPlay = true;
+        myAudio.onPlayGameStart(() => {
+
+            this.audioGameStartPlay = false;
+            //开始游戏
+            this.onGameStart();
+        });
+
+    },
+    //重新初始化游戏和分数
+    onResetGame() {
+        this.coin = 3000;
+        this.syncCoin();
+        this.onReset();
+    },
+
+    onPowerBar(curHitPower) {
+        let temPower = curHitPower / this.maxHitPower;
+        //零到 1 之 间
+        let obj = { a: 0 }
+        cc.tween(obj).to(this.upTime, { a: temPower }, {
+            progress: (start, end, current, ratio) => {
+                let tempValue = start + (end - start) * ratio;
+                this.leftProgressBar.progress = tempValue;
+                this.rightProgressBar.progress = tempValue;
+                return start + (end - start) * ratio;
+            }
+        })
+            .start()
+
+    },
+
+    //说明规则ui
+    onShowExplain() {
+        this.explainUI.active = true;
+    },
+
+    onHideExplain() {
+        this.explainUI.active = false;
+    },
+
+    uploadScore() {
+
+        uni.postMessage({
+            data: {
+                funName: "uploadInfo",
+                gameData: {
+                    gameScore: webView.AllPower? webView.AllPower : 0,//游戏得分
+                    gameTime: this.timeCount,//单位秒
+                    calorieBurned: webView.AllCalorie? webView.AllCalorie : 0,//消耗的卡路里
+                }
+
+            }
+        });
+        console.log("webView.AllPower:",webView.AllPower);
+        console.log("webView.AllCalorie:",webView.AllCalorie);
+
+        webView.onResetAllValue();
+    }
+    // update(dt) {
+
+    // },
+});

+ 9 - 0
assets/script/lucky.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "88f05b7e-514e-4d86-846d-029eeeaa0079",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 12 - 0
assets/script/test.meta

@@ -0,0 +1,12 @@
+{
+  "ver": "1.1.2",
+  "uuid": "9903d902-06f7-4b60-b41f-a94eb773031c",
+  "isBundle": false,
+  "bundleName": "",
+  "priority": 1,
+  "compressionType": {},
+  "optimizeHotUpdate": {},
+  "inlineSpriteFrames": {},
+  "isRemoteBundle": {},
+  "subMetas": {}
+}

+ 455 - 0
assets/script/test/o0.js

@@ -0,0 +1,455 @@
+module.exports = {
+    Timer: class{
+        constructor(second) {
+            this.interval = second * 1000;
+            this.nextTiming();
+        }
+        get isDue(){
+            return new Date().getTime() - this.date.getTime() >= this.interval;
+        }
+        nextTiming(){
+            this.date = new Date();
+        }
+        tryNextTiming(){
+            if(!this.isDue){
+                return false;
+            }
+            this.nextTiming();
+            return true;
+        }
+    },
+    FixedTimer:class{
+        constructor(fps) {
+            this.fps = fps;
+            this.updateInterval = 1000.0/fps;
+            this.remainder = 0;
+            this.nextTiming();
+        }
+        nextTiming(){
+            this.date = new Date();
+        }
+        fixedUpdateTimes(){
+            var newTime = new Date();
+            var interval = newTime.getTime() - this.date.getTime() + this.remainder;
+            this.date = newTime;
+            this.remainder = interval % this.updateInterval;
+
+            return parseInt(interval / this.updateInterval);
+        }
+    },
+    FixedTimerDT:class{
+        constructor(fps) {
+            this.fps = fps;
+            this.updateInterval = 1000.0/fps;
+            this.remainder = 0;
+        }
+        fixedUpdateTimes(dt){//time in second
+            var interval = dt*1000 + this.remainder;
+            this.remainder = interval % this.updateInterval;
+
+            //cc.log(parseInt(interval / this.updateInterval));
+            return parseInt(interval / this.updateInterval);
+        }
+    },
+    QuadraticEquation: class{
+        constructor(x1,y1,x2,y2,x3,y3){
+            this.a = y1 / (x1 - x2) / (x1 - x3) + y2 / (x2 - x1) / (x2 - x3) + y3 / (x3 - x1) / (x3 - x2);
+            this.b = -y1 * (x2 + x3) / (x1 - x2) / (x1 - x3) - y2 * (x1 + x3) / (x2 - x1) / (x2 - x3) - y3 * (x1 + x2) / (x3 - x1) / (x3 - x2);
+            this.c = y1 * x2 * x3 / (x1 - x2) / (x1 - x3) + y2 * x1 * x3 / (x2 - x1) / (x2 - x3) + y3 * x1 * x2 / (x3 - x1) / (x3 - x2);
+        }
+        y(x){
+            //console.log(this.a+" "+this.b+" "+this.c);
+            return this.a*x*x +this.b*x +this.c;
+        }
+    },
+    Vector2: class{
+        constructor() {
+            switch(arguments.length) {
+                default:
+              case 1:
+              this.x = arguments[0].x;
+              this.y = arguments[0].y;
+                break;
+              case 2:
+              this.x = arguments[0];
+              this.y = arguments[1];
+                break;
+            }
+        }
+        get length(){
+            if(this.x == 0 && this.y == 0)
+                return 0;
+            return Math.sqrt(this.x*this.x+this.y*this.y);
+        }/** */
+        get mod(){
+            var length = this.length;
+            return new this.constructor(this.x/length,this.y/length);
+        }/**/
+        radian(anotherVector){//都必须是长度为1的vector
+            return Math.asin(Math.sqrt(Math.pow(this.x - anotherVector.x,2)+Math.pow(this.y - anotherVector.y,2))/2)*2; 
+        }
+        angle(anotherModVector){
+            return this.radian(anotherModVector)/Math.PI*180; 
+        }
+        rotate(radian){
+            var cosRadian = Math.cos(radian);
+            var sinRadian = Math.sin(radian);
+            return new this.constructor(this.x * cosRadian + this.y * sinRadian, this.y * cosRadian - this.x * sinRadian);
+        }
+        rotateAngle(angle){
+            return this.rotate(angle / 180 * Math.PI);
+        }
+        plus(anotherVector){
+            return new this.constructor(this.x + anotherVector.x, this.y + anotherVector.y);
+        }
+        minus(anotherVector){
+            return new this.constructor(this.x - anotherVector.x, this.y - anotherVector.y);
+        }
+        multiply(num){
+            return new this.constructor(this.x * num, this.y * num);
+        }
+        toLength(length){
+            var mod = this.mod;
+            return new this.constructor(mod.x * length, mod.y * length);
+        }
+    },
+    Line2:class{
+        constructor() {
+            switch(arguments.length) {
+                default:
+              case 1:
+              this.a = arguments[0].a;
+              this.b = arguments[0].b;
+                break;
+              case 2:
+              this.a = arguments[0];
+              this.b = arguments[1];
+                break;
+              case 4:
+              this.a = new module.exports.Vector2(arguments[0],arguments[1]);
+              this.b = new module.exports.Vector2(arguments[2],arguments[3]);
+                break;
+            }
+        }
+        vertex(index){
+            switch(index){
+                default:
+                case 0:
+                    return this.a;
+                case 1:
+                    return this.b;
+            }
+        }
+        get vector(){
+            return this.b.minus(this.a);
+        }
+        get length(){
+            return this.vector.length;
+        }
+    },
+    Rect:class{
+        constructor() {
+            switch(arguments.length) {
+                default:
+              case 1:
+              this.position = arguments[0].position;
+              this.size = arguments[0].size;
+                break;
+              case 2:
+              this.position = arguments[0];
+              this.size = arguments[1];
+                break;
+              case 4:
+              this.position = new module.exports.Vector2(arguments[0],arguments[1]);
+              this.size = new module.exports.Vector2(arguments[2],arguments[3]);
+                break;
+            }
+        }
+        vertex(index){
+            switch(index){
+                default:
+                case 0:
+                    return this.position;
+                case 1:
+                    return new module.exports.Vector2(this.position.x,this.position.y+this.size.y);
+                case 2:
+                    return this.position.plus(this.size);
+                case 3:
+                    return new module.exports.Vector2(this.position.x+this.size.x,this.position.y);
+            }
+        }//Clockwise
+        edge(index){
+            switch(index){
+                default:
+                case 0:
+                    return new module.exports.Line2(this.vertex(0),this.vertex(1));
+                case 1:
+                    return new module.exports.Line2(this.vertex(1),this.vertex(2));
+                case 2:
+                    return new module.exports.Line2(this.vertex(2),this.vertex(3));
+                case 3:
+                    return new module.exports.Line2(this.vertex(3),this.vertex(0));
+            }
+        }//Clockwise
+        get vertexs(){
+            var edges = [];
+            for(var i = 0;i<4;++i){
+                edges.push(this.vertex(i));
+            }
+            return edges;
+        }
+        get edges(){
+            var edges = [];
+            for(var i = 0;i<4;++i){
+                edges.push(this.edge(i));
+            }
+            return edges;
+        }
+        get pos(){
+            return this.position;
+        }
+        set pos(value){
+            this.position = value;
+        }
+        get x(){
+            return this.position.x;
+        }
+        set x(value){
+            this.position.x = value;
+        }
+        get y(){
+            return this.position.y;
+        }
+        set y(value){
+            this.position.y = value;
+        }
+        get width(){
+            return this.size.x;
+        }
+        set width(value){
+            this.size.x = value;
+        }
+        get height(){
+            return this.size.y;
+        }
+        set height(value){
+            this.size.y = value;
+        }
+    },
+    Vector3: class{
+        constructor() {
+            switch(arguments.length) {
+                default:
+                case 1:
+                    this.x = arguments[0].x;
+                    this.y = arguments[0].y;
+                    this.z = arguments[0].z;
+                    break;
+                case 3:
+                    this.x = arguments[0];
+                    this.y = arguments[1];
+                    this.z = arguments[2];
+                    break;
+            }
+        }
+        get length(){
+            if(this.x == 0 && this.y == 0 && this.z == 0)
+                return 0;
+            return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z);
+        }/** */
+        get mod(){
+            var length = this.length;
+            return new this.constructor(this.x/length,this.y/length,this.z/length);
+        }
+        plus(anotherVector){
+            return new this.constructor(this.x + anotherVector.x, this.y + anotherVector.y, this.z + anotherVector.z);
+        }
+        minus(anotherVector){
+            return new this.constructor(this.x - anotherVector.x, this.y - anotherVector.y, this.z - anotherVector.z);
+        }
+        multiply(num){
+            return new this.constructor(this.x * num, this.y * num, this.z * num);
+        }
+        toLength(length){
+            var mod = this.mod;
+            return new this.constructor(mod.x * length, mod.y * length, mod.z * length);
+        }
+    },
+    isSameSign:function(a,b){
+        if((a>=0&&b>=0)||(a<=0&&b<=0)){
+            return true;
+        }
+        return false;
+    },
+    distance2:function(a,b){
+        var distance = Math.sqrt(Math.pow(a.x-b.x,2)+Math.pow(a.y-b.y,2));
+        switch(arguments.length) {
+            default:
+            case 2:
+                return distance;
+            case 3:
+                var vector = arguments[2];//vector must be in same line with a b
+                if(module.exports.isSameSign(b.x - a.x,vector.x)&&module.exports.isSameSign(b.y - a.y,vector.y)){
+                    return distance;
+                }else{
+                    return -distance;
+                }
+        }
+    },
+    maxLengthLine2:function(vertexs){
+        if(vertexs.length==0){
+            return null;
+        }
+        if(vertexs.length==1){
+            return new module.exports.Line2(vertexs[0],vertexs[0]);
+        }
+        var maxLengthLine = null;
+        var maxLength = -1;
+        for(var i = 0;i<vertexs.length-1;++i){            
+            for(var j = i+1;j<vertexs.length;++j){
+                var newLine = new module.exports.Line2(vertexs[i],vertexs[j]);
+                var newLength = newLine.length;
+                if(maxLength < newLength){
+                    maxLength = newLength;
+                    maxLengthLine = newLine;
+                }
+            }
+        }
+        return maxLengthLine;
+    },
+    randomInCircle2:function(){
+        var center;//diameter
+        var size;//diameter
+        switch(arguments.length) {
+            default:
+            case 1:
+                center = new module.exports.Vector2(0,0);
+                size = arguments[0];
+                break;
+            case 2:
+                center = arguments[0];
+                size = arguments[1];
+                break;
+        }
+        return new module.exports.Vector2(1,0).rotate(Math.random() * Math.PI*2).toLength(Math.sqrt(Math.random()*Math.pow(size/2,2))).plus(center);
+    },
+    intersectionLineLine2:function(){//for 2D //https://en.wikipedia.org/wiki/Line%E2%80%93line_intersection
+        var p11,p12,p21,p22;
+        switch(arguments.length) {
+            default:
+            case 4:
+                p11 = arguments[0];
+                p12 = arguments[1];
+                p21 = arguments[2];
+                p22 = arguments[3];
+                break;
+            case 2:
+                p11 = arguments[0].a;
+                p12 = arguments[0].b;
+                p21 = arguments[1].a;
+                p22 = arguments[1].b;
+                break;
+        }
+        var denominator = (p11.x-p12.x)*(p21.y-p22.y) - (p11.y-p12.y)*(p21.x-p22.x);
+        if(denominator == 0){
+            return null;
+        }
+        var t = ((p11.x-p21.x)*(p21.y-p22.y) - (p11.y-p21.y)*(p21.x-p22.x))/denominator;
+        var u = ((p11.x-p12.x)*(p11.y-p21.y) - (p11.y-p12.y)*(p11.x-p21.x))/denominator;
+        return new module.exports.Vector2(p11.x+t*(p12.x-p11.x),p11.y+t*(p12.y-p11.y));
+    },
+    arrangeInLine1:function(p1, p2, vector){//1维//vector为正,p1小于p2
+        var values = [];
+        for(var i =  Math.ceil(p1/vector)*vector;i<=p2;i+=vector){
+            values.push(i);
+        }
+        return values;
+    },
+    arrangeInLine2:function(){//3点必须在1线
+        //return [];
+        var p1, p2, origin, vector;
+        switch(arguments.length) {
+            default:
+            case 4:
+                p1 = arguments[0];
+                p2 = arguments[1];
+                origin = arguments[2];
+                vector = arguments[3];
+                break;
+            case 3:
+                if(arguments[0] == null){
+                    return [];
+                } 
+                p1 = arguments[0].a;
+                p2 = arguments[0].b;
+                origin = arguments[1];
+                vector = arguments[2];
+                break;
+        }
+        var begin,end;
+        if(module.exports.isSameSign(p2.x - p1.x,vector.x)&&module.exports.isSameSign(p2.y - p1.y,vector.y)){
+            begin = p1;
+            end = p2;
+        }else{
+            begin = p2;
+            end = p1;
+        }
+        if(module.exports.isSameSign(begin.x - origin.x,vector.x)&&module.exports.isSameSign(begin.y - origin.y,vector.y)){
+            begin = module.exports.distance2(origin,begin);
+        }else{
+            begin = -module.exports.distance2(origin,begin);
+        }
+        if(module.exports.isSameSign(end.x - origin.x,vector.x)&&module.exports.isSameSign(end.y - origin.y,vector.y)){
+            end = module.exports.distance2(origin,end);
+        }else{
+            end = -module.exports.distance2(origin,end);
+        }
+        var points = [];
+        var modVector = vector.mod;
+        var values = module.exports.arrangeInLine1(begin, end, vector.length);
+        for(var i = 0;i<values.length;++i){
+            points.push(origin.plus(modVector.multiply(values[i])));
+        }
+        return points;/** */        
+    },
+    pointOnLineSegment(line,point){
+        var acceptableError = line.length / 1000000;//存在计算误差
+        var v1 = line.a.minus(point);
+        var v2 = line.b.minus(point);
+        if(module.exports.isSameSign(v1.x,v2.x)&&module.exports.isSameSign(v1.y,v2.y)&&v1.length>=acceptableError&&v2.length>=acceptableError){//存在计算误差
+            return false;
+        }
+        return true;
+    },
+    lineSegmentInRect(rect,line){
+        var edge = rect.edges;
+        var ip = [];
+        for(var i = 0;i<edge.length;++i){
+            var newIp = module.exports.intersectionLineLine2(edge[i], line);
+            if(newIp != null &&module.exports.pointOnLineSegment(edge[i],newIp)){
+                ip.push(newIp);
+            }
+        }
+        return module.exports.maxLengthLine2(ip);/** */
+    },
+    arrangeInRect2:function(rect, origin, horizontalVector, verticalVector){
+        var ip = [];
+        for(var i = 0; i < 4;++i){
+            ip.push(module.exports.intersectionLineLine2(origin,origin.plus(verticalVector),rect.vertex(i),rect.vertex(i).plus(horizontalVector)));
+        }
+        if(module.exports.distance2(ip[0],ip[2]) > module.exports.distance2(ip[1],ip[3])){
+            ip = [ip[0],ip[2],ip[1],ip[3]];//verticalBegin;verticalEnd;horizontalBegin;horizontalEnd;
+        }else{
+            ip = [ip[1],ip[3],ip[0],ip[2]];//verticalBegin;verticalEnd;horizontalBegin;horizontalEnd;
+        }
+        var pos = [];
+        var verticalPoints = module.exports.arrangeInLine2(ip[0],ip[1],origin,verticalVector);
+        for(var i = 0; i<verticalPoints.length;++i){
+            var lineSegmentInRect = module.exports.lineSegmentInRect(rect,new module.exports.Line2(verticalPoints[i],verticalPoints[i].plus(horizontalVector)));//}/*
+            var horizontalPoints = module.exports.arrangeInLine2(lineSegmentInRect,verticalPoints[i],horizontalVector);
+            pos = pos.concat(horizontalPoints);
+        }
+        return pos;/** */
+        //return verticalPoints;
+    }
+};

+ 9 - 0
assets/script/test/o0.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "d7685071-8508-4a25-9165-8355a120a9fd",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 440 - 0
assets/script/test/o0Project.js

@@ -0,0 +1,440 @@
+var o0 = require('o0');
+
+module.exports = {
+	Filter: class {
+		constructor() {
+
+			this.stableAcceleration = null;
+			this.maxrecordCount = 999999;
+
+			this.frame = [];
+			this.frameHit = []; //打击后的n帧
+			for (var i = 0; i < 200; ++i) {
+				var o = new Object();
+				o.time = new Date().getTime();
+				o.timeGap = 20;
+				o.acc = new o0.Vector2(0, 0);
+				o.gyr = new o0.Vector2(0, 0);
+				o.accFixed = 0;
+				o.accSlope = 0;
+				o.pos = new o0.Vector2(0, 0);
+				o.predict = new o0.Vector2(0, 0);
+				o.shake = 0;
+				o.shakeFixed = 1;
+				o.shakeSlope = 0;
+				o.reliable = 1;
+				o.speed = new o0.Vector2(0, 0);
+				o.hit = 0;
+				this.frame.push(o);
+				//this.frameHit.push(o);
+			}
+			this.frameSwing = this.frame[0];
+			//this.frame = 0;
+
+			this.force = new o0.Vector2(0, 0);
+			this.forceChanged = 0;
+			this.momentum = 999999;
+			this.momentunTime = 0;
+			this.momentunSeek = 0.1;
+			this.momentunPunch = false;
+			this.punchCount = 0;
+			this.leftRight = false;
+
+			this.forceRecord = [];
+			for (var i = 0; i < 1; ++i) {
+				this.forceRecord.push(new o0.Vector2(0, 0));
+			} /** */
+			this.angle = 0;
+			this.quitHitCount = 0;
+		}
+		Update(vector3, timeGap, gyr, callback) {
+			if (this.stableAcceleration == null) {
+				this.stableAcceleration = vector3;
+				this.recordCount = 1;
+			} else {
+				this.recordCount += 1;
+				if (this.recordCount > this.maxrecordCount) {
+					this.recordCount = this.maxrecordCount;
+				}
+				let recordCount = this.recordCount;
+				this.stableAcceleration = this.stableAcceleration.multiply((recordCount - 1) / recordCount).plus(vector3.multiply(
+					1 / recordCount));
+			}
+
+			//++this.frame;
+
+			var newForce = vector3.minus(this.stableAcceleration);
+
+			var newFrame = new Object();
+			newFrame.time = new Date().getTime();
+			newFrame.timeGap = timeGap;
+			newFrame.acc = new o0.Vector2(newForce.x, newForce.z);
+			newFrame.gyr = new o0.Vector2(gyr.z, -gyr.x);
+			let lastFrame = this.frame[this.frame.length - 1];
+			let last2Frame = this.frame[this.frame.length - 2];
+			let last3Frame = this.frame[this.frame.length - 3];
+			let last4Frame = this.frame[this.frame.length - 4];
+			let last5Frame = this.frame[this.frame.length - 5];
+			//////////////////////////////////////////////////////////////////////
+			newFrame.accFixed = newFrame.acc.length * 100;
+
+			if (newFrame.accFixed < lastFrame.accFixed * 0.85) {
+				newFrame.accFixed = lastFrame.accFixed * 0.85;
+			}
+			lastFrame.accFixed = Math.max(lastFrame.accFixed, Math.min(newFrame.accFixed, last2Frame.accFixed), Math.min(
+				newFrame.accFixed, last3Frame.accFixed));
+			///////////////////////////////////////////////////////////////////////
+			//newFrame.pos = lastFrame.pos.plus(lastFrame.acc.plus(newFrame.acc).multiply(timeGap/60)).multiply(Math.max(1-timeGap/200,0));
+			newFrame.pos = lastFrame.pos.plus(newFrame.acc.multiply(timeGap / 30)).multiply(Math.max(1 - timeGap / 1000, 0));
+			////////////////////////////////////////////
+			var accSlpoe1 = (newFrame.accFixed - lastFrame.accFixed);
+			var accSlpoe2 = (newFrame.accFixed - last2Frame.accFixed);
+			var accSlpoe3 = (newFrame.accFixed - last3Frame.accFixed);
+			//newFrame.accSlope = accSlpoe1;
+			//newFrame.accSlope = Math.min(accSlpoe1,accSlpoe2);
+			//newFrame.accSlope = Math.min(accSlpoe1,accSlpoe2,accSlpoe3);
+			newFrame.accSlope = Math.max(newFrame.accFixed - lastFrame.accFixed, 0);
+
+			/*
+			if(newFrame.accSlope > 8){
+				newFrame.accSlope = 1; 
+			}else if(newFrame.accSlope <= 8){
+				newFrame.accSlope = 0;
+			}/** */
+			/////////////////////////////////////////////////
+
+			var lastI = this.frame.length - 1;
+			var t2 = this.frame[lastI - 1].timeGap;
+			var t3 = this.frame[lastI].timeGap + t2;
+			var t4 = newFrame.timeGap + t3;
+
+			/*newFrame.predict = new o0.Vector2(
+				new o0.QuadraticEquation(0,this.frame[lastI-2].acc.x,t2,this.frame[lastI-1].acc.x,t3,this.frame[lastI].acc.x).y(t4),
+				new o0.QuadraticEquation(0,this.frame[lastI-2].acc.y,t2,this.frame[lastI-1].acc.y,t3,this.frame[lastI].acc.y).y(t4));/** */
+			/*
+			newFrame.predict = new o0.Vector2(
+				new o0.QuadraticEquation(0,this.frame[lastI-2].pos.x,t2,this.frame[lastI-1].pos.x,t3,this.frame[lastI].pos.x).y(t4),
+				new o0.QuadraticEquation(0,this.frame[lastI-2].pos.y,t2,this.frame[lastI-1].pos.y,t3,this.frame[lastI].pos.y).y(t4));/** */
+
+			newFrame.predict = new o0.Vector2(
+				new o0.QuadraticEquation(0, this.frame[lastI - 2].pos.x, t2, this.frame[lastI - 1].pos.x, t3, this.frame[lastI]
+					.pos.x).y(t4),
+				new o0.QuadraticEquation(0, this.frame[lastI - 2].pos.y, t2, this.frame[lastI - 1].pos.y, t3, this.frame[lastI]
+					.pos.y).y(t4)); /** */
+			//console.log(newFrame.pos);
+			//////////////////////////////////////////
+			//newFrame.shake = o0.distance2(newFrame.predict,newFrame.pos) * 500;
+			//console.log(newFrame.pos.minus(lastFrame.pos).mod.angle(newFrame.predict.minus(lastFrame.pos).mod));
+
+			//newFrame.shake = o0.distance2(newFrame.predict,newFrame.acc) * 100;
+			newFrame.shake = o0.distance2(newFrame.predict, newFrame.pos) * 100;
+
+
+			//newFrame.shake = o0.distance2(newFrame.predict,lastFrame.pos) * newFrame.acc.length / timeGap * 2000;
+
+			if (isNaN(newFrame.shake)) {
+				newFrame.shake = 0.0;
+			} /** */
+			//newFrame.shake = Math.pow(o0.distance2(newFrame.predict,newFrame.pos) * newFrame.acc.length / timeGap,0.5) * 500;
+			/////////////////////////////下面的代码有优化空间
+			//newFrame.shakeFixed = lastFrame.shakeFixed * 0.9;
+			//newFrame.shakeFixed = lastFrame.shakeFixed*(1.0+newFrame.shake)*0.9;
+			//newFrame.shakeFixed = Math.pow(lastFrame.shakeFixed*(1.0+newFrame.shake),0.5)+1;
+			//console.log(newFrame.shakeFixed+1);
+			//newFrame.shakeFixed = newFrame.shake;
+
+			newFrame.shakeFixed = lastFrame.shakeFixed * 0.85;
+			if (newFrame.shake > newFrame.shakeFixed) {
+				newFrame.shakeFixed = newFrame.shake;
+			} /* */
+			lastFrame.shakeFixed = Math.max(lastFrame.shakeFixed, Math.min(newFrame.shakeFixed, last2Frame.shakeFixed), Math.min(
+				newFrame.shakeFixed, last3Frame.shakeFixed));
+			////////////////////////////////////////////////////////////////
+			/*
+			var shakeSlpoe1 = (newFrame.shakeFixed-lastFrame.shakeFixed);
+			var shakeSlpoe2 = (newFrame.shakeFixed-last2Frame.shakeFixed);
+			var shakeSlpoe3 = (newFrame.shakeFixed-last3Frame.shakeFixed);
+			//newFrame.accSlope = accSlpoe1;
+			//newFrame.accSlope = Math.min(accSlpoe1,accSlpoe2);
+			newFrame.shakeSlope = Math.min(shakeSlpoe1,shakeSlpoe2,shakeSlpoe3);
+			newFrame.shakeSlope = Math.max(newFrame.shakeSlope,0);/** */
+			newFrame.shakeSlope = Math.max(newFrame.shakeFixed - lastFrame.shakeFixed, 0);
+
+			/*
+			if(newFrame.shakeSlope > 40){
+				newFrame.shakeSlope = 1;
+			}else{
+				newFrame.shakeSlope = 0;
+			}/** */
+			//////////////////////////////////////////////
+			/*
+			var slopeChange = newFrame.shakeFixed - lastFrame.shakeFixed;
+			if(slopeChange < 0){
+				newFrame.slope = (lastFrame.slope + (newFrame.shakeFixed - lastFrame.shakeFixed) / timeGap * 100) * 0.8;
+			}else{
+				newFrame.slope = (lastFrame.slope + (newFrame.shakeFixed - lastFrame.shakeFixed) / timeGap * 20) * 0.8;
+			}
+			if(newFrame.slope<0){
+				newFrame.slope = 0;
+			}/** */
+			/////////////////////////////下面的代码有很大优化空间
+			if (lastFrame.hit == 0 &&
+				last2Frame.hit == 0 &&
+				last3Frame.hit == 0 &&
+				last4Frame.hit == 0 &&
+				last5Frame.hit == 0 &&
+				(newFrame.accSlope >= 15 || lastFrame.accSlope >= 20) &&
+				(newFrame.shakeSlope >= 20 || lastFrame.shakeSlope >= 40)) {
+				newFrame.hit = newFrame.shake;
+				this.frameHit = [];
+
+				//this.frameSwing = last2Frame;
+				for (var i = this.frame.length - 3; i >= 1; --i) {
+					let io = this.frame[i];
+					let pio = this.frame[i - 1];
+					if (io.accFixed * 0.85 <= pio.accFixed && io.accFixed >= pio.accFixed * 0.85) {
+						this.frameSwing = io;
+					}
+				}
+
+
+			} else {
+				newFrame.hit = 0;
+			}
+
+
+			/*
+			if(lastFrame.hit == 0 
+				&& this.frame[this.frame.length-2].hit == 0
+				&& this.frame[this.frame.length-3].hit == 0
+				&& newFrame.shakeFixed > 150
+				&& newFrame.shakeFixed > lastFrame.shakeFixed * 2){
+				newFrame.hit = newFrame.shakeFixed;
+			}else{
+				newFrame.hit = 0;
+			}/** */
+			/////////////力量大小
+			if (lastFrame.hit != 0) {
+				lastFrame.hit = lastFrame.hit + newFrame.shake;
+			} else if (last2Frame.hit != 0) {
+				last2Frame.hit = last2Frame.hit + newFrame.shake;
+			} else if (last3Frame.hit != 0) {
+				last3Frame.hit = last3Frame.hit + newFrame.shake;
+			} else if (last4Frame.hit != 0) {
+				last4Frame.hit = last4Frame.hit + newFrame.shake;
+			} else if (last5Frame.hit != 0) {
+				last5Frame.hit = last5Frame.hit + newFrame.shake;
+				this.getDirection(last5Frame.hit, callback);
+			} /** */
+			//newFrame.shake = o0.distance2(newFrame.predict,newFrame.pos) * o0.distance2(lastFrame.pos,newFrame.pos);
+			//////////////////////////////////////////////////////////////////////////////////
+			newFrame.reliable = Math.pow((Math.PI / 2 - Math.atan(newFrame.shakeFixed / 10000)) / (Math.PI / 2), 2000);
+
+			let lastFrameAddSpeed = lastFrame.acc.multiply(lastFrame.timeGap / 20).multiply(lastFrame.reliable);
+			let newFrameAddSpeed = newFrame.acc.multiply(newFrame.timeGap / 20).multiply(newFrame.reliable);
+
+			newFrame.speed = lastFrame.speed.multiply(0.8);
+			var lastFrameAngle = newFrame.speed.angle(lastFrameAddSpeed);
+			if (isNaN(lastFrameAngle)) {
+				lastFrameAngle = 180.0;
+			}
+			//newFrame.speed = newFrame.speed.plus(lastFrameAddSpeed.multiply(Math.max(1,lastFrameAngle/60.0 - 1)));
+			//newFrame.speed = newFrame.speed.multiply(1).plus(lastFrameAddSpeed.multiply(Math.max(1,lastFrameAngle/60.0 - 1)));
+			newFrame.speed = newFrame.speed.multiply(1 - lastFrameAngle / 360.0).plus(lastFrameAddSpeed.multiply(Math.max(1,
+				lastFrameAngle / 60.0 - 1)));
+			var newFrameAngle = newFrame.speed.angle(newFrameAddSpeed);
+			if (isNaN(newFrameAngle)) {
+				newFrameAngle = 180.0;
+			}
+			//newFrame.speed = newFrame.speed.plus(newFrameAddSpeed.multiply(Math.min(1,newFrameAngle/60.0-1)));
+			newFrame.speed = newFrame.speed.multiply(1 - newFrameAngle / 360.0).plus(newFrameAddSpeed.multiply(Math.max(1,
+				newFrameAngle / 60.0 - 1)));
+
+
+			//////////////////////
+			this.frame.shift();
+			this.frame.push(newFrame);
+			if (this.frameHit.length <= 10) {
+				var o = new Object();
+				o.time = newFrame.time;
+				o.timeGap = newFrame.timeGap;
+				o.acc = newFrame.acc;
+				o.gyr = newFrame.gyr;
+
+				let frameHitLength = this.frameHit.length + 1;
+				let lastFrameHit = this.frameHit[this.frameHit.length - 1];
+				if (frameHitLength == 1) {
+					o.allShakeLength = newFrame.shakeFixed;
+				} else {
+					o.allShakeLength = lastFrameHit.allShakeLength + newFrame.shakeFixed;
+				}
+
+				o.accFixed = o.acc.multiply(Math.pow(Math.max(0, 1 - newFrame.shakeFixed * frameHitLength / o.allShakeLength), 5) *
+					20); //数字越大越忽略历史数据
+
+				if (frameHitLength == 1) {
+					o.pos = o.accFixed.multiply(o.timeGap / 60);
+				} else {
+					o.pos = lastFrameHit.pos.plus(lastFrameHit.accFixed.plus(o.accFixed).multiply(o.timeGap / 60));
+				}
+				this.frameHit.push(o);
+			}
+
+			var vectorChanged = newForce.minus(this.force);
+			var forceLength = this.force.length;
+			var ForceChanged = newForce.length - forceLength;
+			this.force = newForce;
+
+			var currentLeftRight;
+			if (Math.abs(newForce.x + newForce.z) > Math.abs(newForce.x - newForce.z)) {
+				currentLeftRight = Math.abs(newForce.x + newForce.z);
+			} else {
+				currentLeftRight = -Math.abs(newForce.x - newForce.z);
+			}
+			this.forceRecord.shift();
+			this.forceRecord.push(newForce);
+
+			if (this.forceChanged > 0 && ForceChanged < 0) { // && forceLength > 0.1
+				//&& this.momentum * Math.pow(0.9,(new Date().getTime()-this.momentunTime)/1) < forceLength){
+				/*console.log(forceLength.toFixed(2));
+				if( forceLength > 0.1 && forceLength >= this.momentum * 1.5){
+					console.log(this.frame+" "+forceLength);
+				}/** */
+				if (forceLength > 0.1 && this.momentum != 999999) {
+					if (!this.momentunPunch) { //等待击打
+						if (this.momentunSeek > this.momentum) {
+							this.momentunSeek = this.momentum;
+						} else {
+							if (this.momentunSeek < this.momentum * 0.8 - 0.1) {
+								this.momentunPunch = !this.momentunPunch;
+								this.punchCount++;
+								//this.leftRight = (newForce.x+this.force.x) < 0;
+
+								/*
+								var largestForce = new o0.Vector3(0,0,0)
+								for(var i = 0;i<this.forceRecord.length;++i){
+									var element = this.forceRecord[i];
+									if(largestForce.length < element.length){
+										largestForce = element;
+									}
+								}
+								if(Math.abs(largestForce.x + largestForce.z) > Math.abs(largestForce.x - largestForce.z)){
+									currentLeftRight = Math.abs(largestForce.x + largestForce.z);
+								}else{
+									currentLeftRight = -Math.abs(largestForce.x - largestForce.z);
+								}/** */
+								this.leftRight = currentLeftRight < 0 ? "Right" : "Left";
+								this.angle = new o0.Vector2(newForce.x, newForce.z).mod.angle(new o0.Vector2(0, 1));
+								if (this.angle > 90) {
+									this.angle = 180 - this.angle;
+								}
+								if (currentLeftRight > 0) {
+									this.angle = -this.angle;
+								} /** */
+								//this.leftRight = (largestChange.x > 0 && largestChange.z > 0) || (largestChange.x < 0 && largestChange.z < 0);
+								/* */
+								//console.log(this.momentum);
+							}
+						}
+					} else { //打完了
+						if (this.momentunSeek < this.momentum) {
+							this.momentunSeek = this.momentum;
+						} else if (this.momentunSeek > this.momentum * 1.2 + 0.1) {
+							this.momentunPunch = !this.momentunPunch;
+						}
+					}
+				}
+
+				this.momentum = forceLength;
+				this.momentunTime = new Date().getTime();
+			}
+
+			this.forceChanged = ForceChanged;
+
+
+
+			//console.log(vector3.x);
+			return [new o0.Vector3(newForce), currentLeftRight, this.momentum];
+		}
+		test() {
+			return "123123131";
+		}
+		getDirection(hitValue, callback) {
+			var direction = new o0.Vector2(0, 0);
+			var directionDistance = 0;
+			for (var fi = 1; fi < this.frameHit.length - 1; ++fi) {
+				for (var li = fi + 1; li < this.frameHit.length; ++li) {
+					let firstGyr = this.frameHit[fi].gyr;
+					let lastGyr = this.frameHit[li].gyr;
+					let newDirectionDistance = o0.distance2(firstGyr, lastGyr);
+					if (directionDistance < newDirectionDistance) {
+						directionDistance = newDirectionDistance;
+						direction = lastGyr.minus(firstGyr);
+					}
+				}
+			}
+			//y z 相反
+			let curAngle = new o0.Vector2(direction.x, direction.y).mod.angle(new o0.Vector2(0, 1));
+			let directionPunch = "all",
+				name = "击中",
+				ename = "hit";
+			let curAngleCeil = Math.ceil(curAngle);
+			console.log(direction.x);
+			console.log(direction.y);
+			console.log(curAngleCeil);
+			//已坐标 (0,1) 向量为参考
+			if (direction.y < 0) {
+				//相反方向击打
+				//正方向
+				if (curAngleCeil > 150) {
+					directionPunch = "straightPunch";
+					name = "负向的直拳";
+					ename = "back-straight";
+				} else if (direction.x > 0) {
+					directionPunch = "rightPunch";
+					name = "负向的右拳";
+					ename = "back-right";
+				} else if (direction.x < 0) {
+					directionPunch = "leftPunch";
+					name = "负向的左拳";
+					ename = "back-left";
+				}
+			} else {
+				// y 大于零 手柄正方向击打
+				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";
+				}
+			}
+
+
+			this.quitHitCount++;
+			if (callback) {
+				let temp = {
+					type: 'hit',
+					hit: hitValue / 5,
+					hitCount: this.quitHitCount,
+					direction: directionPunch,
+					directionVect: {
+						'x': direction.x,
+						'y': direction.y
+					},
+					angle: curAngleCeil,
+					name: name,
+					ename: ename
+				}
+				callback(temp);
+			}
+
+		}
+	}
+};

+ 9 - 0
assets/script/test/o0Project.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "4e476e4e-54ba-427d-828d-7d670d77dcec",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 244 - 0
assets/script/test/o0ProjectRelease.js

@@ -0,0 +1,244 @@
+var o0 = require('o0');
+
+module.exports = {
+    SandbagAlgorithm: class{
+        constructor() {
+
+			this.stableAcc = new o0.Vector2(0,0);
+			this.stableGyr = new o0.Vector2(0,0);
+			this.stableCount = 0;
+			this.stableCountMax = 3000;
+
+			this.frameCapacity = 6;
+			this.frame = [];
+			this.frameLength = 5;
+			this.frameOffset = 0;
+
+			this.frameHitCapacity = 11;
+			this.frameHit = [];//打击后的n帧
+
+			for(var i = 0;i<this.frameCapacity;++i){
+				var o = new Object();
+				o.acc = new o0.Vector2(0,0);
+				o.gyr = new o0.Vector2(0,0);
+				
+				o.time = new Date().getTime();
+				o.timeGap = 20;
+				o.accFixed = 0;
+				o.accSlope = 0;
+
+				o.pos = new o0.Vector2(0,0);
+				o.predict = new o0.Vector2(0,0);
+
+				o.shake = 0;
+				o.shakeFixed = 0;
+				o.shakeSlope = 0;
+
+				o.hit = 0;
+				this.frame.push(o);
+			}
+		}
+		//这个函数不建议外部调用
+		GetDirection(){
+            var direction = new o0.Vector2(0,0);
+			var directionDistance = 0.0;
+			for (var fi = 0;fi < this.frameHit.length - 1;++fi) {
+				for (var li = fi + 1;li < this.frameHit.length;++li) {
+					var newDirection = this.frameHit[li].gyr - this.frameHit[fi].gyr;
+					var newDirectionDistance = newDirection.length;
+					if (directionDistance < newDirectionDistance) {
+						directionDistance = newDirectionDistance;
+						direction = newDirection.multiply(this.frameHit[this.frameHit.length -1].time - this.frameHit[0].time);
+					}
+					else {
+						//cout << "false" << endl;
+					}
+				}
+			}
+			return direction;
+		}
+		// 输入俯视的平面坐标系下的xy轴坐标 的 加速计向量/陀螺仪向量。
+		// timeGap 代表当前帧读取传感器与上一帧读取传感器 之间的时间差
+		Update(accX, accY, gyrX,gyrY,timeGap,callback){
+			var rawAcc = new o0.Vector2(accX,accY);
+			var rawGyr = new o0.Vector2(gyrX,gyrY);
+
+			let lastFrame = this.frame[(this.frameOffset + this.frameLength - 1) % this.frameCapacity];
+			let last2Frame = this.frame[(this.frameOffset + this.frameLength - 2) % this.frameCapacity];
+			let last3Frame = this.frame[(this.frameOffset + this.frameLength - 3) % this.frameCapacity];
+			let last4Frame = this.frame[(this.frameOffset + this.frameLength - 4) % this.frameCapacity];
+			let last5Frame = this.frame[(this.frameOffset + this.frameLength - 5) % this.frameCapacity];
+			var newFrame = this.frame[(this.frameOffset + this.frameLength) % this.frameCapacity];
+
+			newFrame.timeGap = timeGap;
+
+			newFrame.acc = rawAcc.minus(this.stableAcc);
+			newFrame.gyr = rawGyr.minus(this.stableGyr);
+
+			if (this.stableCount < this.stableCountMax){
+				this.stableCount += 1;
+			}
+			this.stableAcc = this.stableAcc.multiply((this.stableCount - 1.0) / this.stableCount).plus(rawAcc.multiply(1/this.stableCount));
+			this.stableGyr = this.stableGyr.multiply((this.stableCount - 1.0) / this.stableCount).plus(rawGyr.multiply(1/this.stableCount));
+			//////////////////////////////////////////////////////////////////////////////////
+			newFrame.accFixed = newFrame.acc.length * 100;
+
+			if(newFrame.accFixed < lastFrame.accFixed * 0.85){
+				newFrame.accFixed = lastFrame.accFixed * 0.85;
+			}
+			lastFrame.accFixed = Math.max(lastFrame.accFixed, Math.min(newFrame.accFixed,last2Frame.accFixed), Math.min(newFrame.accFixed,last3Frame.accFixed));
+			///////////////////////////////////////////////////////////////////////
+			//newFrame.pos = lastFrame.pos.plus(lastFrame.acc.plus(newFrame.acc).multiply(timeGap/60)).multiply(Math.max(1-timeGap/200,0));
+			newFrame.pos = lastFrame.pos.plus(newFrame.acc.multiply(timeGap/30)).multiply(Math.max(1-timeGap/1000,0));
+			////////////////////////////////////////////
+			newFrame.accSlope = Math.max(newFrame.accFixed-lastFrame.accFixed,0);
+
+
+			var lastI = this.frame.length-1;
+			var t2 = this.frame[lastI-1].timeGap;
+			var t3 = this.frame[lastI].timeGap + t2;
+			var t4 = newFrame.timeGap + t3;
+			
+			newFrame.predict = new o0.Vector2(
+				new o0.QuadraticEquation(0,this.frame[lastI-2].pos.x,t2,this.frame[lastI-1].pos.x,t3,this.frame[lastI].pos.x).y(t4),
+				new o0.QuadraticEquation(0,this.frame[lastI-2].pos.y,t2,this.frame[lastI-1].pos.y,t3,this.frame[lastI].pos.y).y(t4));/** */
+
+			newFrame.shake = o0.distance2(newFrame.predict,newFrame.pos) * 100;
+
+
+			if(isNaN(newFrame.shake)){
+				newFrame.shake = 0.0;
+			}
+			
+			newFrame.shakeFixed = lastFrame.shakeFixed * 0.85;
+			if(newFrame.shake > newFrame.shakeFixed){
+				newFrame.shakeFixed = newFrame.shake;
+			}/* */
+			lastFrame.shakeFixed = Math.max(lastFrame.shakeFixed, Math.min(newFrame.shakeFixed,last2Frame.shakeFixed), Math.min(newFrame.shakeFixed,last3Frame.shakeFixed));
+			////////////////////////////////////////////////////////////////
+			newFrame.shakeSlope = Math.max(newFrame.shakeFixed-lastFrame.shakeFixed,0);
+			///////////////////////////////////////////////////////////////
+
+			var direction = new o0.Vector2(0,0);
+
+			if(lastFrame.hit==0
+				&& last2Frame.hit==0
+				&& last3Frame.hit==0
+				&& last4Frame.hit==0
+				&& last5Frame.hit==0
+				&& (newFrame.accSlope >= 15 || lastFrame.accSlope >= 20)
+				&& (newFrame.shakeSlope >= 20 || lastFrame.shakeSlope >= 40)){
+				newFrame.hit = 1;
+				if (this.frameHit.length < this.frameHitCapacity) {
+					direction = this.GetDirection();
+				}/**/
+				this.frameHit = [];
+				var o = new Object();
+				o.time = 0;
+				o.gyr = lastFrame.gyr;
+				this.frameHit.push(o);
+			}else{
+				newFrame.hit = 0;
+			}
+
+			if (this.frameHit.length < this.frameHitCapacity) {
+				var o = new Object();
+				o.time = this.frameHit[this.frameHit.length - 1].time + newFrame.timeGap;
+				o.gyr = newFrame.gyr; 
+				if (this.frameHit.length == this.frameHitCapacity) {
+					direction =  this.GetDirection();
+				}
+			}
+			if ((this.frameOffset+=1) >= this.frameCapacity){
+				this.frameOffset -= this.frameCapacity;
+			}
+			
+			if(newFrame.hit != 0){
+				console.log('hit:' + newFrame.hit);
+			}
+
+			if(direction.x != 0 || direction.y !=0){
+				console.log(JSON.stringify(newFrame.hit)  +" == " + JSON.stringify(direction));
+			}
+			return (newFrame.hit, direction);
+		}
+        test(){
+            return "123123131";
+		}
+		
+		getValue(hitValue, callback) {
+			var direction = new o0.Vector2(0, 0);
+			var directionDistance = 0;
+			for (var fi = 1; fi < this.frameHit.length - 1; ++fi) {
+				for (var li = fi + 1; li < this.frameHit.length; ++li) {
+					let firstGyr = this.frameHit[fi].gyr;
+					let lastGyr = this.frameHit[li].gyr;
+					let newDirectionDistance = o0.distance2(firstGyr, lastGyr);
+					if (directionDistance < newDirectionDistance) {
+						directionDistance = newDirectionDistance;
+						direction = lastGyr.minus(firstGyr);
+					}
+				}
+			}
+
+			let curAngle = new o0.Vector2(direction.x, direction.y).mod.angle(new o0.Vector2(0, 1));
+			let directionPunch = "all",
+				name = "击中",
+				ename = "hit";
+			let curAngleCeil = Math.ceil(curAngle);
+			//已坐标 (0,1) 向量为参考
+			if (direction.y < 0) {
+				//相反方向击打
+				//正方向
+				if (curAngleCeil > 150) {
+					directionPunch = "straightPunch";
+					name = "负向的直拳";
+					ename = "back-straight";
+				} else if (direction.x > 0) {
+					directionPunch = "rightPunch";
+					name = "负向的右拳";
+					ename = "back-right";
+				} else if (direction.x < 0) {
+					directionPunch = "leftPunch";
+					name = "负向的左拳";
+					ename = "back-left";
+				}
+			} else {
+				// y 大于零 手柄正方向击打
+				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";
+				}
+			}
+
+
+			this.quitHitCount++;
+			if (callback) {
+				let temp = {
+					type: 'hit',
+					hit: hitValue / 5,
+					hitCount: this.quitHitCount,
+					direction: directionPunch,
+					directionVect: {
+						'x': direction.x,
+						'y': direction.y
+					},
+					angle: curAngleCeil,
+					name: name,
+					ename: ename
+				}
+				callback(temp);
+			}
+
+		}
+    }
+};

+ 9 - 0
assets/script/test/o0ProjectRelease.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "3e607ff9-eded-45d1-80de-312c2755702f",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 232 - 0
assets/script/test/o0ProjectRelease0.1.js

@@ -0,0 +1,232 @@
+var o0 = require('o0');
+
+module.exports = {
+	SandbagAlgorithm: class {
+		constructor() {
+
+			this.stableAcc = new o0.Vector2(0, 0);
+			this.stableGyr = new o0.Vector2(0, 0);
+			this.stableCount = 0;
+			this.stableCountMax = 3000;
+
+			this.frameCapacity = 6;
+			this.frame = [];
+			this.frameLength = 5;
+			this.frameOffset = 0;
+
+			this.frameHitCapacity = 11;
+			this.frameHit = [];//打击后的n帧
+
+			for (var i = 0; i < this.frameCapacity; ++i) {
+				var o = new Object();
+				o.acc = new o0.Vector2(0, 0);
+				o.gyr = new o0.Vector2(0, 0);
+
+				o.timeGap = 20;
+				o.accFixed = 0;
+				o.accSlope = 0;
+
+				o.pos = new o0.Vector2(0, 0);
+				o.predict = new o0.Vector2(0, 0);
+
+				o.shake = 0;
+				o.shakeFixed = 0;
+				o.shakeSlope = 0;
+
+				o.hit = 0;
+				this.frame.push(o);
+			}
+
+			this.quitHitCount = 0;
+		}
+		//这个函数不建议外部调用
+		GetDirection() {
+			var direction = new o0.Vector2(0, 0);
+			var directionDistance = 0.0;
+			for (var fi = 0; fi < this.frameHit.length - 1; ++fi) {
+				for (var li = fi + 1; li < this.frameHit.length; ++li) {
+					var newDirection = this.frameHit[li].gyr.minus(this.frameHit[fi].gyr);
+					var newDirectionDistance = newDirection.length;
+					if (directionDistance < newDirectionDistance) {
+						directionDistance = newDirectionDistance;
+						direction = newDirection.multiply(this.frameHit[this.frameHit.length - 1].time - this.frameHit[0].time);
+					}
+					else {
+						//cout << "false" << endl;
+					}
+				}
+			}
+			return direction;
+		}
+		// 输入俯视的平面坐标系下的xy轴坐标 的 加速计向量/陀螺仪向量。
+		// timeGap 代表当前帧读取传感器与上一帧读取传感器 之间的时间差
+		Update(accX, accY, gyrX, gyrY, timeGap) {
+			var rawAcc = new o0.Vector2(accX, accY);
+			var rawGyr = new o0.Vector2(gyrX, gyrY);
+
+			let lastFrame = this.frame[(this.frameOffset + this.frameLength - 1) % this.frameCapacity];
+			let last2Frame = this.frame[(this.frameOffset + this.frameLength - 2) % this.frameCapacity];
+			let last3Frame = this.frame[(this.frameOffset + this.frameLength - 3) % this.frameCapacity];
+			let last4Frame = this.frame[(this.frameOffset + this.frameLength - 4) % this.frameCapacity];
+			let last5Frame = this.frame[(this.frameOffset + this.frameLength - 5) % this.frameCapacity];
+			var newFrame = this.frame[(this.frameOffset + this.frameLength) % this.frameCapacity];
+
+			newFrame.timeGap = timeGap;
+
+			newFrame.acc = rawAcc.minus(this.stableAcc);
+			newFrame.gyr = rawGyr.minus(this.stableGyr);
+
+			if (this.stableCount < this.stableCountMax) {
+				this.stableCount += 1;
+			}
+			this.stableAcc = this.stableAcc.multiply((this.stableCount - 1.0) / this.stableCount).plus(rawAcc.multiply(1 / this.stableCount));
+			this.stableGyr = this.stableGyr.multiply((this.stableCount - 1.0) / this.stableCount).plus(rawGyr.multiply(1 / this.stableCount));
+			//////////////////////////////////////////////////////////////////////////////////
+			newFrame.accFixed = newFrame.acc.length * 100;
+
+			if (newFrame.accFixed < lastFrame.accFixed * 0.85) {
+				newFrame.accFixed = lastFrame.accFixed * 0.85;
+			}
+			lastFrame.accFixed = Math.max(lastFrame.accFixed, Math.min(newFrame.accFixed, last2Frame.accFixed), Math.min(newFrame.accFixed, last3Frame.accFixed));
+			///////////////////////////////////////////////////////////////////////
+			//newFrame.pos = lastFrame.pos.plus(lastFrame.acc.plus(newFrame.acc).multiply(timeGap/60)).multiply(Math.max(1-timeGap/200,0));
+			newFrame.pos = lastFrame.pos.plus(newFrame.acc.multiply(timeGap / 30)).multiply(Math.max(1 - timeGap / 1000, 0));
+			////////////////////////////////////////////
+			newFrame.accSlope = Math.max(newFrame.accFixed - lastFrame.accFixed, 0);
+
+
+			var lastI = this.frame.length - 1;
+			var t2 = this.frame[lastI - 1].timeGap;
+			var t3 = this.frame[lastI].timeGap + t2;
+			var t4 = newFrame.timeGap + t3;
+
+			newFrame.predict = new o0.Vector2(
+				new o0.QuadraticEquation(0, this.frame[lastI - 2].pos.x, t2, this.frame[lastI - 1].pos.x, t3, this.frame[lastI].pos.x).y(t4),
+				new o0.QuadraticEquation(0, this.frame[lastI - 2].pos.y, t2, this.frame[lastI - 1].pos.y, t3, this.frame[lastI].pos.y).y(t4));/** */
+
+			newFrame.shake = o0.distance2(newFrame.predict, newFrame.pos) * 100;
+
+
+			if (isNaN(newFrame.shake)) {
+				newFrame.shake = 0.0;
+			}
+
+			newFrame.shakeFixed = lastFrame.shakeFixed * 0.85;
+			if (newFrame.shake > newFrame.shakeFixed) {
+				newFrame.shakeFixed = newFrame.shake;
+			}/* */
+			lastFrame.shakeFixed = Math.max(lastFrame.shakeFixed, Math.min(newFrame.shakeFixed, last2Frame.shakeFixed), Math.min(newFrame.shakeFixed, last3Frame.shakeFixed));
+			////////////////////////////////////////////////////////////////
+			newFrame.shakeSlope = Math.max(newFrame.shakeFixed - lastFrame.shakeFixed, 0);
+			///////////////////////////////////////////////////////////////
+
+			var direction = undefined;
+
+			if (lastFrame.hit == 0
+				&& last2Frame.hit == 0
+				&& last3Frame.hit == 0
+				&& last4Frame.hit == 0
+				&& last5Frame.hit == 0
+				&& (newFrame.accSlope >= 15 || lastFrame.accSlope >= 20)
+				&& (newFrame.shakeSlope >= 20 || lastFrame.shakeSlope >= 40)) {
+				newFrame.hit = 1;
+				if (this.frameHit.length < this.frameHitCapacity && this.frameHit.length != 0) {//判断到第二次hit,但还未输出第一次hit的方向,强制输出方向
+					direction = this.GetDirection();
+				}/**/
+				this.frameHit = [];
+
+				/*
+				var o3 = new Object();
+				o3.time = 0;
+				o3.gyr = lastFrame3.gyr;
+				this.frameHit.push(o3);/* */
+
+				var o2 = new Object();
+				o2.time = last2Frame.timeGap;
+				o2.gyr = last2Frame.gyr;
+				this.frameHit.push(o2);
+
+				var o = new Object();
+				o.time = last2Frame.timeGap + lastFrame.timeGap;
+				o.gyr = lastFrame.gyr;
+				this.frameHit.push(o);
+			} else {
+				newFrame.hit = 0;
+			}
+
+			if (this.frameHit.length < this.frameHitCapacity && this.frameHit.length != 0) {
+				var o = new Object();
+				o.time = this.frameHit[this.frameHit.length - 1].time + newFrame.timeGap;
+				//o.gyr = this.frameHit[this.frameHit.length-1].gyr.plus(newFrame.gyr);
+				o.gyr = newFrame.gyr;
+				this.frameHit.push(o);
+				if (this.frameHit.length == this.frameHitCapacity) {//累计达到设定的延迟帧数,输出方向
+					direction = this.GetDirection();
+				}
+			}
+			if ((this.frameOffset += 1) >= this.frameCapacity) {
+				this.frameOffset -= this.frameCapacity;
+			}
+			return [newFrame.hit, direction];
+		}
+
+		getTempValue(curDirection) {
+            let result = Math.atan2(curDirection.y,curDirection.x) * 180 / (Math.PI);
+            result = Math.round(result);
+			let curAngle = result > 0 ? result:(360 + result);
+			
+			let directionPunch = "all",
+				name = "击中",
+				ename = "hit";
+
+			if (curAngle < 110 && curAngle >= 70) {
+				directionPunch = "straightPunch";
+				name = "正向的直拳";
+				ename = "front-straight";
+			} else if (curAngle < 70 && curAngle >= 0) {
+				directionPunch = "rightPunch";
+				name = "正向的右拳";
+				ename = "front-right";
+			} else if (curAngle >= 110 && curAngle <= 180) {
+				directionPunch = "leftPunch";
+				name = "正向的左拳";
+				ename = "front-left";
+			}
+			//相反方向击打
+			//正方向
+			else if (curAngle > 180 && curAngle <= 250) {
+				directionPunch = "rightPunch";
+				name = "负向的右拳";
+				ename = "back-right";
+			}
+			else if (curAngle > 250 && curAngle <= 290) {
+				directionPunch = "straightPunch";
+				name = "负向的直拳";
+				ename = "back-straight";
+			} else if (curAngle > 290 && curAngle <= 360) {
+				directionPunch = "leftPunch";
+				name = "负向的左拳";
+				ename = "back-left";
+			}
+
+
+			this.quitHitCount++;
+
+			let temp = {
+				type: 'hit',
+				hit: curDirection.length,
+				hitCount: this.quitHitCount,
+				direction: directionPunch,
+				directionVect: {
+					'x': curDirection.x,
+					'y': curDirection.y
+				},
+				angle: curAngle,
+				name: name,
+				ename: ename
+			}
+			return temp;
+
+		}
+	}
+};

+ 9 - 0
assets/script/test/o0ProjectRelease0.1.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "e3934626-79f9-4a15-a654-96e80e5d156e",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 30 - 0
assets/script/test/testAudio.js

@@ -0,0 +1,30 @@
+// Learn cc.Class:
+//  - https://docs.cocos.com/creator/manual/en/scripting/class.html
+// Learn Attribute:
+//  - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html
+// Learn life-cycle callbacks:
+//  - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html
+
+cc.Class({
+    extends: cc.Component,
+
+    properties: {
+        tipClip: {
+            default: [],
+            type: cc.AudioClip,
+            tooltip: "提示出拳方式, 0 左,1 中,2 右",
+        },
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+
+    // onLoad () {},
+
+    start () {
+
+    },
+    onPlayBoxingTip(tipIndex) {
+        cc.audioEngine.play(this.tipClip[tipIndex], false, 1);
+    },
+    // update (dt) {},
+});

+ 9 - 0
assets/script/test/testAudio.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "de828a2c-30f1-4781-8993-3ba20b12dfb7",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 809 - 0
assets/script/test/testWebview.js

@@ -0,0 +1,809 @@
+
+// window.onWebViewMessage = function (data) {
+//     let name = data.funName;
+//     if (name == "onWatchAccelerometer") {
+//         /**
+//          * 返回加速计的数据
+//          * {
+//          *      xAxis
+//          *      yAxis
+//          *      zAxis
+//          * }
+//          */
+//         testWeb.onUpdateAcc(data);
+//     } else if (name == "onWatchOrientation") {
+//         /**
+//          * 返回加速计的数据
+//          * {
+//          *      xAxis
+//          *      yAxis
+//          *      zAxis
+//          * }
+//          */
+//         testWeb.onUpdateOri(data);
+//     } else if (name == "onBoxingPostHit") {
+//         console.log(data);
+//         testWeb.onUpdateBoxingPostHit(data.gameData);
+//     } else if (name == "updateAccAndGyro") {
+//         // console.log(data.gameData);
+//         testWeb.onUpdateAccAndGyro(data.gameData);
+//     }
+// }
+import notifyCenter from '../utils/global';
+
+var o0 = require('o0');
+var o0Project = require('o0Project');
+// var o0ProjectRelease = require('o0ProjectRelease');
+var o0ProjectRelease = require('o0ProjectRelease0.1');
+cc.Class({
+    extends: cc.Component,
+
+    properties: {
+        count: 10,
+        mass: {
+            default: 50,
+            type: cc.Integer,
+            tooltip: "物体质量/kg",
+            serializable: true,
+        },
+        LCount: {
+            default: 0,
+            type: cc.Integer,
+            tooltip: "左勾拳打击次数",
+            visible: false,
+            serializable: false,
+        },
+        RCount: {
+            default: 0,
+            type: cc.Integer,
+            tooltip: "右勾拳打击次数",
+            visible: false,
+            serializable: false,
+        },
+        ZCount: {
+            default: 0,
+            type: cc.Integer,
+            tooltip: "直拳打击次数",
+            visible: false,
+            serializable: false,
+        },
+
+        showLCount: {
+            default: null,
+            type: cc.Label,
+            serializable: true
+        },
+        showLPower: {
+            default: null,
+            type: cc.Label,
+            serializable: true
+        },
+
+        showRCount: {
+            default: null,
+            type: cc.Label,
+            serializable: true
+        },
+        showRPower: {
+            default: null,
+            type: cc.Label,
+            serializable: true
+        },
+        showMCount: {
+            default: null,
+            type: cc.Label,
+            serializable: true
+        },
+        showMPower: {
+            default: null,
+            type: cc.Label,
+            serializable: true
+        },
+
+        showOriLabel: {
+            default: null,
+            type: cc.Label,
+            serializable: true
+        },
+
+        showAccLabel: {
+            default: null,
+            type: cc.Label,
+            serializable: true
+        },
+
+        showCalLabel: {
+            default: null,
+            type: cc.Label,
+            serializable: true
+        },
+
+
+        xA: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "x轴负向",
+            visible: false,
+            serializable: false,
+        },
+
+        yA: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "y轴负向",
+            visible: false,
+            serializable: false,
+        },
+
+        zA: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "z轴负向",
+            visible: false,
+            serializable: false,
+        },
+
+
+        xO: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "以x方向为轴心的旋转角度,beta",
+            visible: false,
+            serializable: false,
+        },
+
+        yO: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "以y方向为轴心的旋转角度, gamma",
+            visible: false,
+            serializable: false,
+        },
+
+        zO: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "以z方向为轴心的旋转角度,alpha",
+            visible: false,
+            serializable: false,
+        },
+
+
+        calZVector: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "通过陀螺仪计算的z轴加速度分量",
+            visible: false,
+            serializable: false,
+        },
+
+        oldZ: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "相等时候,重置旧的值",
+            visible: false,
+            serializable: false,
+        },
+
+        oldXL: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "相等时候,重置旧的值",
+            visible: false,
+            serializable: false,
+        },
+
+        //检测左手打击
+        bCanXL: {
+            default: false,
+            visible: false,
+            serializable: true
+        },
+
+        oldXLArr: {
+            default: [],
+            visible: false,
+            serializable: true,
+        },
+        oldXLOriArr: {
+            default: [],
+            visible: false,
+            serializable: true,
+        },
+        oldXLTempZArr: {
+            default: [],
+            visible: false,
+            serializable: true,
+        },
+
+        oldXLTempArr: {
+            default: [],
+            visible: false,
+            serializable: true,
+        },
+
+        // 检测右手打击
+        bCanXR: {
+            default: false,
+            visible: false,
+            serializable: true
+        },
+
+        oldXRAccArr: {
+            default: [],
+            visible: false,
+            serializable: true,
+        },
+        oldXROriArr: {
+            default: [],
+            visible: false,
+            serializable: true,
+        },
+        oldXRTempArr: {
+            default: [],
+            visible: false,
+            serializable: true,
+        },
+        oldXRTempZArr: {
+            default: [],
+            visible: false,
+            serializable: true,
+        },
+
+
+        bCanZ: {
+            default: false,
+            visible: false,
+            serializable: true
+        },
+
+        oldXR: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "相等时候,重置旧的值",
+            visible: false,
+            serializable: false,
+        },
+
+        oldGamma: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "旧的y旋转值",
+            visible: false,
+            serializable: false,
+        },
+
+
+        calXVector: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "加速度矢量计算的x分量",
+            visible: false,
+            serializable: false,
+        },
+
+        // 打一拳,大约消耗的热量,是450*4/60=1.875 焦耳。
+        // 因为打拳一小时,需要消耗的热量是450大卡,而一分钟约打一下,一大卡是4焦耳。
+        calorie: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "x轴负向",
+            visible: false,
+            serializable: false,
+        },
+
+
+        showCalorieLabel: {
+            default: null,
+            type: cc.Label,
+            serializable: true
+        },
+
+        //ori基准值
+        oriRefValue: {
+            default: null,
+            visible: false,
+            serializable: false,
+        },
+        audioNode: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+        },
+        audioScript: {
+            default: null,
+            visible: false,
+        },
+
+
+        accAndGyroLabel: {
+            default: null,
+            type: cc.Label,
+            serializable: true
+        },
+
+        Filter: null,
+        LastTime: new Date().getTime(),
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+
+    onLoad() {
+        window.testWeb = this;
+        this.audioScript = this.audioNode.getComponent("testAudio");
+
+        // this.Filter = new o0Project.Filter();
+        this.Filter = new o0ProjectRelease.SandbagAlgorithm();
+    },
+
+    start() {
+        this.oriRefValue = {
+            "alpha": 0,
+            "beta": 0,
+            "gamma": 0,
+        }
+        this.onBind();
+    },
+
+    onResetRef() {
+        // this.xO = o.beta;
+        // this.zO = o.alpha;
+        // this.yO = o.gamma;
+        this.oriRefValue["alpha"] = this.zO;
+        this.oriRefValue["beta"] = this.xO;
+        this.oriRefValue["gamma"] = this.yO;
+    },
+
+    onBind() {
+        uni.postMessage({
+            data: {
+                funName: "openAccelerometer",
+                gameData: {}
+
+            }
+        })
+
+        // uni.postMessage({
+        //     data: {
+        //         funName: "openOrientation",
+        //         gameData: {}
+
+        //     }
+        // })
+
+        // console.log("onBind");
+
+
+
+        // uni.postMessage({
+        //     data: {
+        //         funName: "bindHitBoxingPost",
+        //         gameData: {}
+
+        //     }
+        // })
+
+        notifyCenter.on('webViewMessage', (data) => {
+            // console.log(data);
+            let name = data.funName;
+            if (name == "onWatchAccelerometer") {
+                /**
+                 * 返回加速计的数据
+                 * {
+                 *      xAxis
+                 *      yAxis
+                 *      zAxis
+                 * }
+                 */
+                testWeb.onUpdateAcc(data);
+            } else if (name == "onWatchOrientation") {
+                /**
+                 * 返回加速计的数据
+                 * {
+                 *      xAxis
+                 *      yAxis
+                 *      zAxis
+                 * }
+                 */
+                testWeb.onUpdateOri(data);
+            } else if (name == "onBoxingPostHit") {
+                console.log(data);
+                testWeb.onUpdateBoxingPostHit(data.gameData);
+            } else if (name == "updateAccAndGyro") {
+                // console.log(data.gameData);
+                testWeb.onUpdateAccAndGyro(data.gameData);
+            }
+        });
+
+        // uni.postMessage({
+        //     data: {
+        //         funName: "onStartAccAndGyro",
+        //         gameData: {}
+
+        //     }
+        // })
+        console.log("onStartAccAndGyro");
+    },
+    onUnBind() {
+        notifyCenter.off('webViewMessage');
+
+        // uni.postMessage({
+        //     data: {
+        //         funName: "onStopAccAndGyro",
+        //         gameData: {}
+
+        //     }
+        // })
+        // uni.postMessage({
+        //     data: {
+        //         funName: "unbindHitBoxingPost",
+        //         gameData: {}
+
+        //     }
+        // })
+        uni.postMessage({
+            data: {
+                funName: "closeAccelerometer",
+                gameData: {}
+
+            }
+        })
+
+        // uni.postMessage({
+        //     data: {
+        //         funName: "closeOrientation",
+        //         gameData: {}
+
+        //     }
+        // })
+    },
+
+    onResetXL() {
+        this.bCanXL = false;
+        this.oldXLArr = [];
+        this.oldXLOriArr = [];
+        this.oldXLTempArr = [];
+        this.oldXLTempZArr = [];
+    },
+    onResetXR() {
+        this.bCanXR = false;
+        this.oldXRAccArr = [];
+        this.oldXROriArr = [];
+        this.oldXRTempArr = [];
+        this.oldXRTempZArr = [];
+    },
+
+    onUpdateAcc(data) {
+        let a = data.gameData;
+        this.xA = a.xAxis;
+        this.yA = a.yAxis;
+        this.zA = a.zAxis;
+    },
+    onPlayAudio() {
+        this.audioScript.onPlayBoxingTip(0);
+    },
+    onUpdateOri(data) {
+        let o = data.gameData;
+        this.showAccLabel.string = "x:" + this.xA.toFixed(2) + "\ny:" + this.yA.toFixed(2) + "\nz:" + this.zA.toFixed(2);
+        this.showOriLabel.string = "Orientation\nz-Alpha:" + o.alpha + "\nx-Beta:" + o.beta + "\ny-Gamma:" + o.gamma;
+
+        this.xO = o.beta;
+        this.zO = o.alpha;
+        this.yO = o.gamma;
+
+
+        //1.求出z 和 x 的加速度矢量
+        //z轴的重力加速度矢量分量
+        this.calZVector = (Math.cos(this.xO / 180 * Math.PI) * 9.8);
+        //x轴的重力加速度的矢量分量
+        if (this.yA > 9.8)
+            this.yA = 9.8;
+        let tempXVector = Math.pow(9.8, 2) - (Math.pow(this.calZVector, 2) + Math.pow(this.yA, 2));
+        this.calXVector = Math.sqrt(Math.abs(tempXVector));
+        //2.当前的加速度矢量减去分量,就是打击的加速度
+        let tempZ = Math.abs(this.zA) - Math.abs(this.calZVector);
+        let tempX = Math.abs(this.xA) - Math.abs(this.calXVector);
+        //3.判断 那个轴的打击方向,就走哪个轴的计算流程
+
+
+        //左勾拳,手机的左边受力,向右运动 && this.oldXLArr.length < 5 && this.xA < -1
+        let tempValue = 2;
+        //|| (this.yO > this.oriRefValue["gamma"] + tempValue && this.xO < this.oriRefValue["beta"] + tempValue)
+        if ((this.xA > tempValue && this.zA < tempValue)) {
+            if (this.bCanXL) {
+                setTimeout(() => {
+                    this.onResetXL();
+                }, 1000);
+                return;
+            }
+            this.bCanXL = true;
+            let _endPower = (Math.abs(tempX) + Math.abs(tempZ)) * this.mass;
+
+            if (Math.abs(tempZ) > 3) {
+                this.LCount++;
+                this.showLCount.string = "L击中次数" + this.LCount;
+                // this.showLPower.string = _endPower.toFixed(3) + " kg";
+                this.showCalLabel.string = _endPower.toFixed(1) + " 斤";
+                this.audioScript.onPlayBoxingTip(0);
+            }
+            // this.oldXLArr.push(this.xA);
+            // this.oldXLOriArr.push(this.yO);
+            // this.oldXLTempArr.push(tempX);
+            // this.oldXLTempZArr.push(tempZ);
+
+            // //如果记录第一次时候,只有一个值
+            // if (this.oldXLArr.length == 1) {
+            //     // setTimeout(() => {
+            //         if (this.bCanXL) return;
+            //         this.bCanXL = true;
+            //         //去第一帧受力,和 记录的最大值 gamma 角度 方向相同
+            //         let _max = Math.max.apply(null, this.oldXLOriArr);
+            //         let _maxIndex = 0;
+            //         for (var i = 0; i < this.oldXLOriArr.length - 1; i++) {
+            //             if (this.oldXLOriArr[i] == _max) {
+            //                 _maxIndex = i;
+            //                 break;
+            //             }
+            //         }
+            //         let _power = this.oldXLTempArr[_maxIndex] ? this.oldXLTempArr[_maxIndex].toFixed(3) : 0;
+            //         let _zPower = this.oldXRTempZArr[_maxIndex] ? this.oldXRTempZArr[_maxIndex].toFixed(3) : 0;
+            //         if (_power != 0) {
+            //             this.LCount++;
+            //             this.showLCount.string = "L击中次数" + this.LCount;
+            //             let _endPower = (Math.abs(_power) + Math.abs(_zPower)) * this.mass;
+            //             this.showLPower.string = _endPower.toFixed(3) + " kg";
+            //         }
+            //         // console.log(this.oldXLArr, this.oldXLOriArr);
+            //     // }, 100);
+            // }
+        }
+
+        //右勾拳,手机右边受力,向左运动 && this.oldXRAccArr.length < 5 && this.xA > 2
+        // ||
+        //     (this.yO < this.oriRefValue["gamma"] - tempValue && this.xO < this.oriRefValue["beta"] - tempValue)
+        if ((this.xA < -tempValue && this.zA < tempValue)) {
+            if (this.bCanXR) {
+                setTimeout(() => {
+                    this.onResetXR();
+                }, 1000);
+                return;
+            }
+
+            this.bCanXR = true;
+            // console.log("有力量啊:", tempX, tempZ);
+            let _endPower = (Math.abs(tempX) + Math.abs(tempZ)) * this.mass;
+
+            if (Math.abs(tempZ) > 3) {
+                this.RCount++;
+                this.showRCount.string = "R击中次数" + this.RCount;
+                // this.showRPower.string = _endPower.toFixed(3) + " kg";
+                this.showCalLabel.string = _endPower.toFixed(1) + " 斤";
+                this.audioScript.onPlayBoxingTip(2);
+            }
+
+
+            // this.oldXRAccArr.push(this.xA);
+            // this.oldXROriArr.push(this.yO);
+            // this.oldXRTempArr.push(tempX);
+            // this.oldXRTempZArr.push(tempZ);
+
+            // console.log("tempX", tempX);
+            //如果记录第一次时候,只有一个值
+            // if (this.oldXRAccArr.length == 1) {
+            //     // setTimeout(() => {
+            //     if (this.bCanXR) return;
+            //     this.bCanXR = true;
+            //     //去第一帧受力,和 记录的最大值 gamma 角度 方向相同
+            //     let _max = Math.max.apply(null, this.oldXROriArr);
+            //     let _maxIndex = 0;
+            //     for (var i = 0; i < this.oldXROriArr.length - 1; i++) {
+            //         if (this.oldXROriArr[i] == _max) {
+            //             _maxIndex = i;
+            //             console.log("==_maxIndex:", _maxIndex);
+            //             break;
+            //         }
+            //     }
+            //     let _power = this.oldXRTempArr[_maxIndex] ? this.oldXRTempArr[_maxIndex].toFixed(3) : 0;
+            //     let _zPower = this.oldXRTempZArr[_maxIndex] ? this.oldXRTempZArr[_maxIndex].toFixed(3) : 0;
+            //     if (_power != 0) {
+            //         console.log("有力量啊:", this.oldXRTempArr[_maxIndex]);
+            //         this.RCount++;
+            //         this.showRCount.string = "R击中次数" + this.RCount;
+            //         let _endPower = (Math.abs(_power) + Math.abs(_zPower)) * this.mass;
+            //         this.showRPower.string = _endPower.toFixed(3) + " kg";
+
+            //     }
+            //     // console.log("R=", this.oldXRAccArr, this.oldXROriArr, this.oldXRTempArr[_maxIndex], _maxIndex);
+            //     // }, 100);
+            // }
+        }
+
+        //直拳判断  && Math.abs(tempZ) > 0.5
+        if (this.zA > 2 && Math.abs(this.xA) < tempValue) {
+            // if (Math.abs(this.yO - this.oriRefValue["gamma"]) > 2 || this.xO > this.oriRefValue["beta"]) return;
+
+            if (this.bCanZ) {
+                setTimeout(() => {
+                    this.bCanZ = false;
+                }, 1000);
+                return;
+            }
+            this.bCanZ = true;
+            let _endPower = Math.abs(tempZ) * this.mass;
+
+            if (Math.abs(tempZ) > 3) {
+                this.ZCount++;
+                this.showMCount.string = "击中" + this.ZCount;
+                // this.showMPower.string = _endPower.toFixed(3) + " kg";
+                this.showCalLabel.string = _endPower.toFixed(1) + " 斤";
+                this.audioScript.onPlayBoxingTip(1);
+            }
+
+            //如果当前的加速度大于旧的值,并且 差值为 deltaV,判断打击 
+            // let deltaV = 3;
+            // if (tempZ > this.oldZ + deltaV) {
+            //     this.oldZ = tempZ;
+            //     if (this.bCanZ) return;
+            //     this.bCanZ = true;
+
+            //     this.ZCount++;
+            //     this.showMCount.string = "击中" + this.ZCount;
+            //     this.showMPower.string = tempZ.toFixed(1) * this.mass + " kg";
+
+            //     setTimeout(() => {
+            //         this.oldZ = 0;
+            //         this.bCanZ = false;
+            //         console.log("重置this.oldZ", this.oldZ);
+            //     }, 200);
+            // }
+        }
+
+
+        // if (this.yO < 0 && Math.abs(_yo) > 2 && this.xA < 0 && Math.abs(tempX) > 0.3) {
+        //     // if (this.yO >= 0) return;
+        //     if (this.xO > 95) return;
+        //     if (this.bCanXL) return;
+        //     //用陀螺仪判断立柱的方向,静止或者方向是正确方向
+
+        //     //记录 矢量的最大值
+        //     if (tempX > this.oldXR) {
+        //         this.oldXR = tempX;
+        //         if (this.bCanR) return;
+        //         this.bCanR = true;
+        //         // console.log(this.xA + " R= " + this.calXVector.toFixed(2) + " = " + tempX.toFixed(2));
+
+        //         this.RCount++;
+        //         this.showRCount.string = "R击中次数" + this.RCount;
+        //         this.showRPower.string = tempX.toFixed(1) * this.mass + " kg";
+
+
+        //         setTimeout(() => {
+        //             this.oldXR = 0;
+        //             this.bCanR = false;
+        //             console.log("重置this.oldXR", this.oldXR);
+        //         }, 1000);
+        //     }
+        // }
+        // let _yo = this.yO - this.oldGamma;
+        // if (Math.abs(_yo) > 2)
+        // if (this.xO < 95)
+
+
+        //直拳判断
+        // if (this.zA > 0 && Math.abs(tempZ) > 0.5) {
+        //     if (Math.abs(this.yO) > 3 || this.xO > 95) return;
+
+        //     //如果当前的加速度大于旧的值,并且 差值为 deltaV,判断打击 
+        //     let deltaV = 5;
+        //     if (tempZ > this.oldZ + deltaV) {
+        //         this.oldZ = tempZ;
+        //         if (this.bCanZ) return;
+        //         this.bCanZ = true;
+
+        //         this.ZCount++;
+        //         this.showMCount.string = "击中" + this.ZCount;
+        //         this.showMPower.string = tempZ.toFixed(1) * this.mass + " kg";
+
+        //         setTimeout(() => {
+        //             this.oldZ = 0;
+        //             this.bCanZ = false;
+        //             console.log("重置this.oldZ", this.oldZ);
+        //         }, 800);
+        //     }
+        // }
+
+        let allCount = this.ZCount + this.LCount + this.RCount;
+        //打一拳,大约消耗的热量,是450*4/60=1.875 焦耳。 
+        //因为打拳一小时,需要消耗的热量是450大卡,而一分钟约打一下,一大卡是4焦耳。
+        this.showCalorieLabel.string = Math.floor((allCount * 1.875) / 4) + "大卡";
+
+    },
+
+    onUpdateBoxingPostHit(gamedata) {
+        let gdata = gamedata;
+        if (gdata.direction == "leftPunch") {
+            this.LCount++;
+            this.showLCount.string = "L击中次数" + this.LCount;
+            this.showCalLabel.string = gdata.hitPower.toFixed(1) + " 斤";
+            this.audioScript.onPlayBoxingTip(0);
+
+        } else if (gdata.direction == "rightPunch") {
+            this.RCount++;
+            this.showRCount.string = "R击中次数" + this.RCount;
+            this.showCalLabel.string = gdata.hitPower.toFixed(1) + " 斤";
+            this.audioScript.onPlayBoxingTip(2);
+
+        } else if (gdata.direction == "straightPunch") {
+            this.ZCount++;
+            this.showMCount.string = "击中" + this.ZCount;
+            this.showCalLabel.string = gdata.hitPower.toFixed(1) + " 斤";
+            this.audioScript.onPlayBoxingTip(1);
+        }
+    },
+
+    onUpdateAccAndGyro(gameData) {
+        let { ax, ay, az } = gameData.acc;
+        let { gx, gy, gz } = gameData.gyro;
+
+        this.showAccLabel.string = "acc\nx:" + (ax / 10).toFixed(2) + "\ny:" + (ay / 10).toFixed(2) + "\nz:" + (az / 10).toFixed(2);
+        this.showOriLabel.string = "gyro\nx:" + (gx * 100).toFixed(2) + "\ny:" + (gy * 100).toFixed(2) + "\nz:" + (gz * 100).toFixed(2);
+
+        if (this.count > 0) {
+            console.log(gameData);
+            this.count--;
+
+
+        }
+        let [hit, dir] = this.Filter.Update(ax / 10, az / 10, gz, -gx, gameData.ms);
+        if (dir != undefined) {
+            console.log("X " + dir.x + " Y " + dir.y + ' == ' + dir.length);
+            var result = Math.atan2(dir.y, dir.x) * 180 / (Math.PI);
+            result = Math.round(result);
+            let curAngle = result > 0 ? result : (360 + result);
+            console.log("result=" + result + " , curAngle = " + curAngle);
+            this.accAndGyroLabel.string = "result=" + result + " , curAngle = " + curAngle;
+
+            let res = this.Filter.getTempValue(dir);
+            let temp = {
+                direction: res.direction,
+                angle: res.angle,
+                name: res.name,
+                ename: res.ename,
+                value: res.hit,
+                mass: 10, //质量
+                hitPower: res.hit //计算的力
+            }
+            this.onUpdateBoxingPostHit(temp);
+        }
+        // if (hit != 0) {
+        //     console.log("Release Hit " + hit);
+        // }
+        // let temp = this.Filter.Update(ax / 10, ay / 10, gx, gy, gameData.ms, (res) => {
+
+
+        // });//我自己的更新acc的函数
+        // console.log(temp);
+        // this.Filter.Update(new o0.Vector3(ax/10, -ay/10, -az/10), gameData.ms, new o0.Vector3(gx*100, -gy*100, -gz*100),(res)=>{
+
+        //     let temp = {
+        //         direction: res.direction,
+        //         angle:res.angle,
+        //         name: res.name,
+        //         ename: res.ename,
+        //         value: res.hit,
+        //         mass: 10, //质量
+        //         hitPower: res.hit //计算的力
+        //     }
+        //     this.onUpdateBoxingPostHit(temp);
+        //     console.log(temp);
+        //     this.accAndGyroLabel.string = res.angle;
+        // });
+
+
+
+
+    }
+    // update(dt) {
+
+    // },
+});

+ 9 - 0
assets/script/test/testWebview.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "1602bee3-2c98-4bde-b6b0-c31263c60218",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 12 - 0
assets/script/utils.meta

@@ -0,0 +1,12 @@
+{
+  "ver": "1.1.2",
+  "uuid": "bd174628-001c-47f4-a032-6691d50dedc5",
+  "isBundle": false,
+  "bundleName": "",
+  "priority": 1,
+  "compressionType": {},
+  "optimizeHotUpdate": {},
+  "inlineSpriteFrames": {},
+  "isRemoteBundle": {},
+  "subMetas": {}
+}

+ 9 - 0
assets/script/utils/global.ts

@@ -0,0 +1,9 @@
+
+var notifyCenter = new cc.EventTarget();
+window["onWebViewMessage"] = function (data) {
+    // console.log(data);
+    notifyCenter.emit('webViewMessage', data);
+}
+
+// module.exports = notifyCenter;
+export { notifyCenter as default };

+ 9 - 0
assets/script/utils/global.ts.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "3feeea10-10c9-4e40-8d02-a055c6e89036",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 471 - 0
assets/script/webview.js

@@ -0,0 +1,471 @@
+// Learn cc.Class:
+//  - https://docs.cocos.com/creator/manual/en/scripting/class.html
+// Learn Attribute:
+//  - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html
+// Learn life-cycle callbacks:
+//  - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html
+// window.onWebViewMessage = function (data) {
+//     let name = data.funName;
+//     if (name == "onWatchAccelerometer") {
+//         /**
+//          * 返回加速计的数据
+//          * {
+//          *      xAxis
+//          *      yAxis
+//          *      zAxis
+//          * }
+//          */
+//         webView.onUpdateAcc(data);
+//     }
+// }
+// window.onWebViewMessage = function (data) {
+//     let name = data.funName;
+//     if (name == "onWatchAccelerometer") {
+//         /**
+//          * 返回加速计的数据
+//          * {
+//          *      xAxis
+//          *      yAxis
+//          *      zAxis
+//          * }
+//          */
+//         webView.onUpdateAcc(data);
+//     } else if (name == "onWatchOrientation") {
+//         /**
+//          * 返回加速计的数据
+//          * {
+//          *      xAxis
+//          *      yAxis
+//          *      zAxis
+//          * }
+//          */
+//         webView.onUpdateOri(data);
+//     }
+// }
+import notifyCenter from '../utils/global';
+
+cc.Class({
+    extends: cc.Component,
+
+    properties: {
+        luckyNode: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+        },
+        luckyScript: {
+            default: null,
+            visible: false,
+            serializable: true,
+        },
+        mass: {
+            default: 50,
+            type: cc.Integer,
+            tooltip: "物体质量/kg",
+            serializable: true,
+        },
+        xLCount: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "x轴负向",
+            visible: false,
+            serializable: false,
+        },
+        xRCount: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "x轴正向",
+            visible: false,
+            serializable: false,
+        },
+        yLCount: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "y轴负向",
+            visible: false,
+            serializable: false,
+        },
+        yRCount: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "y轴正向",
+            visible: false,
+            serializable: false,
+        },
+        zLCount: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "z轴负向",
+            visible: false,
+            serializable: false,
+        },
+        zRCount: {
+            default: 0,
+            type: cc.Float,
+            tooltip: "z轴正向",
+            visible: false,
+            serializable: false,
+        },
+
+        //记录一次打击,如果通方向就更新最大值
+        hitFirst: {
+            default: null,
+            visible: false,
+            serializable: true,
+        },
+        //锁住hit update 更新情况
+        bLock: {
+            default: false,
+            visible: false,
+            serializable: false,
+        },
+
+        //定义一个状态字典
+        hitState: {
+            default: null,
+            serializable: false,
+            visible: false,
+        },
+
+        staticTime: {
+            default: 1,
+            type: cc.Float,
+            serializable: true,
+            tooltip: "立柱静止的检测时间"
+        },
+
+        bSwing: {
+            default: false,
+            serializable: true,
+            tooltip: "是否摆动"
+        },
+
+        showCalorieLabel: {
+            default: null,
+            type: cc.Label,
+            serializable: true
+        },
+        LCount: {
+            default: 0,
+            type: cc.Integer,
+            tooltip: "左勾拳打击次数",
+            visible: false,
+            serializable: false,
+        },
+        RCount: {
+            default: 0,
+            type: cc.Integer,
+            tooltip: "右勾拳打击次数",
+            visible: false,
+            serializable: false,
+        },
+        ZCount: {
+            default: 0,
+            type: cc.Integer,
+            tooltip: "直拳打击次数",
+            visible: false,
+            serializable: false,
+        },
+
+        AllCalorie: {
+            default: 0,
+            type: cc.Integer,
+            tooltip: "总共的卡路里",
+            visible: false,
+            serializable: false,
+        },
+
+        AllPower: {
+            default: 0,
+            type: cc.Integer,
+            tooltip: "三次下来的总力量",
+            visible: false,
+            serializable: false,
+        },
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+
+    onLoad() {
+        window.webView = this;
+
+        this.luckyScript = this.luckyNode.getComponent("lucky");
+
+        this.hitState = {
+            "xLCount": 0,
+            "xRCount": 0,
+            "zLCount": 0,
+            "zRCount": 0
+        }
+    },
+
+    start() {
+
+        this.onBind();
+
+    },
+    onLeft() {
+        let temp = {
+            gameData: {
+                xAxis: -10.5,
+                yAxis: 5,
+                zAxis: 0
+            }
+        }
+        this.onUpdateAcc(temp);
+    },
+    onRight() {
+        let temp = {
+            gameData: {
+                xAxis: 10.5,
+                yAxis: 5,
+                zAxis: 0
+            }
+        }
+        this.onUpdateAcc(temp);
+    },
+    onMid() {
+        let temp = {
+            gameData: {
+                xAxis: 0,
+                yAxis: 5,
+                zAxis: 100.5
+            }
+        }
+        this.onUpdateAcc(temp);
+    },
+
+    onStatic() {
+        let temp = {
+            gameData: {
+                xAxis: 0,
+                yAxis: 9.8,
+                zAxis: 0
+            }
+        }
+        this.onUpdateAcc(temp);
+    },
+
+    //重置一下,记录的数据
+    onResetAccState() {
+        console.log("重置 onResetAccState");
+        this.hitFirst = null;
+        this.bLock = false;
+
+        this.hitState = {
+            "xLCount": 0,
+            "xRCount": 0,
+            "zLCount": 0,
+            "zRCount": 0
+        }
+
+    },
+
+
+
+    onBind() {
+        // uni.postMessage({
+        //     data: {
+        //         funName: "openAccelerometer",
+        //         gameData: {}
+
+        //     }
+        // })
+
+        // uni.postMessage({
+        //     data: {
+        //         funName: "openOrientation",
+        //         gameData: {}
+
+        //     }
+        // })
+
+        uni.postMessage({
+            data: {
+                funName: "bindHitBoxingPost",
+                gameData: {}
+
+            }
+        })
+
+        notifyCenter.on('webViewMessage', (data) => {
+            let name = data.funName;
+            if (name == "onBoxingPostHit") {
+                console.log(data);
+                webView.onUpdateBoxingPostHit(data.gameData);
+            }
+        });
+    },
+    onUnBind() {
+        // uni.postMessage({
+        //     data: {
+        //         funName: "closeAccelerometer",
+        //         gameData: {}
+
+        //     }
+        // })
+
+        // uni.postMessage({
+        //     data: {
+        //         funName: "closeOrientation",
+        //         gameData: {}
+
+        //     }
+        // })
+        notifyCenter.off('webViewMessage');
+    },
+
+    onUpdateBoxingPostHit(gamedata) {
+        let gdata = gamedata;
+        if (gdata.direction == "leftPunch") {
+            this.LCount++;
+            this.onHit("xRCount", gdata.value, Math.ceil(gdata.value / 10));
+        } else if (gdata.direction == "rightPunch") {
+            this.RCount++;
+            this.onHit("xLCount", gdata.value, Math.ceil(gdata.value / 10));
+        } else if (gdata.direction == "straightPunch") {
+            this.ZCount++;
+            this.onHit("zLCount", gdata.value, Math.ceil(gdata.value / 10));
+        }
+    },
+
+    onResetXL() {
+        this.bCanXL = false;
+    },
+    onResetXR() {
+        this.bCanXR = false;
+    },
+
+    onUpdateAcc(data) {
+        let a = data.gameData;
+        this.xA = a.xAxis;
+        this.yA = a.yAxis;
+        this.zA = a.zAxis;
+    },
+
+    onUpdateOri(data) {
+        let o = data.gameData;
+
+        this.xO = o.beta;
+        this.zO = o.alpha;
+        this.yO = o.gamma;
+
+        // 游戏未开始,不记录数据
+        if (!this.luckyScript.gameRun) return;
+
+        //1.求出z 和 x 的加速度矢量
+        //z轴的重力加速度矢量分量
+        this.calZVector = (Math.cos(this.xO / 180 * Math.PI) * 9.8);
+        //x轴的重力加速度的矢量分量
+        if (this.yA > 9.8)
+            this.yA = 9.8;
+        let tempXVector = Math.pow(9.8, 2) - (Math.pow(this.calZVector, 2) + Math.pow(this.yA, 2));
+        this.calXVector = Math.sqrt(Math.abs(tempXVector));
+        //2.当前的加速度矢量减去分量,就是打击的加速度
+        let tempZ = Math.abs(this.zA) - Math.abs(this.calZVector);
+        let tempX = Math.abs(this.xA) - Math.abs(this.calXVector);
+        //3.判断 那个轴的打击方向,就走哪个轴的计算流程
+
+
+        //左勾拳,手机的左边受力,向右运动 
+        let tempValue = 2;
+        //|| (this.yO > this.oriRefValue["gamma"] + tempValue && this.xO < this.oriRefValue["beta"] + tempValue)
+        if ((this.xA > tempValue && this.zA < tempValue)) {
+            if (this.bCanXL) {
+                setTimeout(() => {
+                    this.onResetXL();
+                }, 1000);
+                return;
+            }
+            let _endPower = (Math.abs(tempX) + Math.abs(tempZ)) * this.mass;
+
+            if (Math.abs(tempZ) > 3) {
+                this.LCount++;
+
+                this.onHit("xRCount", tempZ, Math.ceil(_endPower));
+            }
+
+            this.bCanXL = true;
+
+        }
+
+        //右勾拳,手机右边受力,向左运动
+        if ((this.xA < -tempValue && this.zA < tempValue)) {
+            if (this.bCanXR) {
+                setTimeout(() => {
+                    this.onResetXR();
+                }, 1000);
+                return;
+            }
+
+            // console.log("有力量啊:", tempX, tempZ);
+            let _endPower = (Math.abs(tempX) + Math.abs(tempZ)) * this.mass;
+
+            if (Math.abs(tempZ) > 3) {
+                this.RCount++;
+
+                this.onHit("xLCount", tempZ, Math.ceil(_endPower));
+            }
+            this.bCanXR = true;
+
+        }
+
+        //直拳判断  && Math.abs(tempZ) > 0.5
+        if (this.zA > 2 && Math.abs(this.xA) < tempValue) {
+            // if (Math.abs(this.yO - this.oriRefValue["gamma"]) > 2 || this.xO > this.oriRefValue["beta"]) return;
+
+            if (this.bCanZ) {
+                setTimeout(() => {
+                    this.bCanZ = false;
+                }, 1000);
+                return;
+            }
+            let _endPower = Math.abs(tempZ) * this.mass;
+
+            if (Math.abs(tempZ) > 3) {
+                this.ZCount++;
+
+                this.onHit("zLCount", tempZ, Math.ceil(_endPower));
+            }
+            this.bCanZ = true;
+
+        }
+
+        let allCount = this.ZCount + this.LCount + this.RCount;
+        //打一拳,大约消耗的热量,是450*4/60=1.875 焦耳。 
+        //因为打拳一小时,需要消耗的热量是450大卡,而一分钟约打一下,一大卡是4焦耳。
+        this.AllCalorie = Math.floor((allCount * 1.875) / 4);
+
+        this.showCalorieLabel.string = "消耗卡路里:" + this.AllCalorie + "大卡";
+
+
+    },
+    // "xLCount": 0,
+    // "xRCount": 0,
+    // "zLCount": 0,
+    // "zRCount": 0
+    onHit(direction, direValue, power) {
+        console.log(direction, direValue, power);
+        // if (this.bCanZ || this.bCanXL || this.bCanXR) return;
+
+        let temp = {
+            direction: direction,
+            value: direValue,
+            mass: this.mass, //质量
+            hitPower: power//计算的力
+        }
+        //总的力量
+        this.AllPower += power;
+
+        this.luckyScript.onHitFromDevice(temp, () => {
+            //重新记录值
+            this.onResetAccState();
+        });
+    },
+
+    onResetAllValue(){
+        this.AllCalorie = 0;
+        this.AllPower = 0;
+        this.showCalorieLabel.string = "消耗卡路里:" + this.AllCalorie + "大卡";
+    }
+});

+ 9 - 0
assets/script/webview.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "37fd253b-d366-4c3d-bcc3-fa56e451e678",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 2225 - 0
assets/test-jump.fire

@@ -0,0 +1,2225 @@
+[
+  {
+    "__type__": "cc.SceneAsset",
+    "_name": "",
+    "_objFlags": 0,
+    "_native": "",
+    "scene": {
+      "__id__": 1
+    }
+  },
+  {
+    "__type__": "cc.Scene",
+    "_objFlags": 0,
+    "_parent": null,
+    "_children": [
+      {
+        "__id__": 2
+      }
+    ],
+    "_active": true,
+    "_components": [],
+    "_prefab": null,
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+    "_objFlags": 0,
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+    "_N$fontFamily": "Arial",
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+    "_N$cacheMode": 0,
+    "_id": "5eivHbKJtL0qkaVyB/jNce"
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+    "_parent": {
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+    "_prefab": null,
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+    "_color": {
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+      "g": 255,
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+    },
+    "_contentSize": {
+      "__type__": "cc.Size",
+      "width": 73.36,
+      "height": 50.4
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+    "_anchorPoint": {
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+      "x": 0.5,
+      "y": 0.5
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+    "_trs": {
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+      "ctor": "Float64Array",
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+        1,
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+      "x": 0,
+      "y": 0,
+      "z": 0
+    },
+    "_skewX": 0,
+    "_skewY": 0,
+    "_is3DNode": false,
+    "_groupIndex": 0,
+    "groupIndex": 0,
+    "_id": "c3CRWI8OhGY5UriFf7uDid"
+  },
+  {
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+    "_objFlags": 0,
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+    "_enabled": true,
+    "_materials": [
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+    "_useOriginalSize": false,
+    "_string": "0 斤",
+    "_N$string": "0 斤",
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+    "_lineHeight": 40,
+    "_enableWrapText": true,
+    "_N$file": null,
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+    "_N$fontFamily": "Arial",
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+    "_N$cacheMode": 0,
+    "_id": "61O1E0Z9BE95erYBiXhLkA"
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+    "_parent": {
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+    "_active": true,
+    "_components": [],
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+      "a": 255
+    },
+    "_contentSize": {
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+      "height": 0
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+    "_anchorPoint": {
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+      "y": 0.5
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+    "_trs": {
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+      "ctor": "Float64Array",
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+    "_id": "bccEikyXxASoPxVj5THX7o"
+  },
+  {
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+    "_name": "calText",
+    "_objFlags": 0,
+    "_parent": {
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+    },
+    "_children": [],
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+    "_components": [
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+    "_prefab": null,
+    "_opacity": 255,
+    "_color": {
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+      "g": 255,
+      "b": 255,
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+      "height": 50.4
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+    "_anchorPoint": {
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+      "y": 0.5
+    },
+    "_trs": {
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+      "ctor": "Float64Array",
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+    "_eulerAngles": {
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+      "z": 0
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+    "_skewX": 0,
+    "_skewY": 0,
+    "_is3DNode": false,
+    "_groupIndex": 0,
+    "groupIndex": 0,
+    "_id": "03tkRoFFpBrb7BbtRwwQZo"
+  },
+  {
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+    "_name": "",
+    "_objFlags": 0,
+    "node": {
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+    },
+    "_enabled": true,
+    "_materials": [
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+        "__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
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+    "_useOriginalSize": false,
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+    "_N$file": null,
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+    "_spacingX": 0,
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+    "_N$verticalAlign": 1,
+    "_N$fontFamily": "Arial",
+    "_N$overflow": 0,
+    "_N$cacheMode": 0,
+    "_id": "34eSCNu91OhoJn9dDRG8Bf"
+  },
+  {
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+    "_name": "calorie",
+    "_objFlags": 0,
+    "_parent": {
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+    "_children": [],
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+    "_prefab": null,
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+    "_color": {
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+      "b": 255,
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+      "width": 124.47,
+      "height": 50.4
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+    "_anchorPoint": {
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+      "y": 0.5
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+    "_trs": {
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+      "ctor": "Float64Array",
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+    "_eulerAngles": {
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+      "y": 0,
+      "z": 0
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+    "_skewX": 0,
+    "_skewY": 0,
+    "_is3DNode": false,
+    "_groupIndex": 0,
+    "groupIndex": 0,
+    "_id": "ff+x8nNzdISZTkq1YlHD2J"
+  },
+  {
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+    "_name": "",
+    "_objFlags": 0,
+    "node": {
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+    "_enabled": true,
+    "_materials": [
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+        "__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
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+    ],
+    "_useOriginalSize": false,
+    "_string": " 0 大卡",
+    "_N$string": " 0 大卡",
+    "_fontSize": 40,
+    "_lineHeight": 40,
+    "_enableWrapText": true,
+    "_N$file": null,
+    "_isSystemFontUsed": true,
+    "_spacingX": 0,
+    "_batchAsBitmap": false,
+    "_styleFlags": 0,
+    "_underlineHeight": 0,
+    "_N$horizontalAlign": 1,
+    "_N$verticalAlign": 1,
+    "_N$fontFamily": "Arial",
+    "_N$overflow": 0,
+    "_N$cacheMode": 0,
+    "_id": "1ag8jiby1HWIH3LoJtvQuE"
+  },
+  {
+    "__type__": "cc.Canvas",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 2
+    },
+    "_enabled": true,
+    "_designResolution": {
+      "__type__": "cc.Size",
+      "width": 720,
+      "height": 1330
+    },
+    "_fitWidth": false,
+    "_fitHeight": true,
+    "_id": "61oRkdlj1AOpEquTwOxXpP"
+  },
+  {
+    "__type__": "cc.Widget",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 2
+    },
+    "_enabled": true,
+    "alignMode": 1,
+    "_target": null,
+    "_alignFlags": 45,
+    "_left": 0,
+    "_right": 0,
+    "_top": 0,
+    "_bottom": 0,
+    "_verticalCenter": 0,
+    "_horizontalCenter": 0,
+    "_isAbsLeft": true,
+    "_isAbsRight": true,
+    "_isAbsTop": true,
+    "_isAbsBottom": true,
+    "_isAbsHorizontalCenter": true,
+    "_isAbsVerticalCenter": true,
+    "_originalWidth": 0,
+    "_originalHeight": 0,
+    "_id": "98iyBqJMVHGZZX4oIT3Bko"
+  }
+]

+ 7 - 0
assets/test-jump.fire.meta

@@ -0,0 +1,7 @@
+{
+  "ver": "1.2.9",
+  "uuid": "fbbb6b2a-64ae-42de-b683-cbab52accbc5",
+  "asyncLoadAssets": false,
+  "autoReleaseAssets": false,
+  "subMetas": {}
+}

+ 4102 - 0
assets/test.fire

@@ -0,0 +1,4102 @@
+[
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+    "_name": "",
+    "_objFlags": 0,
+    "_native": "",
+    "scene": {
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+    "_id": "7dERBzOrpGQaGlAnqRnrqN"
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+    "_enableWrapText": false,
+    "_N$file": null,
+    "_isSystemFontUsed": true,
+    "_spacingX": 0,
+    "_batchAsBitmap": false,
+    "_styleFlags": 0,
+    "_underlineHeight": 0,
+    "_N$horizontalAlign": 1,
+    "_N$verticalAlign": 1,
+    "_N$fontFamily": "Arial",
+    "_N$overflow": 1,
+    "_N$cacheMode": 1,
+    "_id": "45FyX2QsZLm6/St5YEldGr"
+  },
+  {
+    "__type__": "cc.Sprite",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 74
+    },
+    "_enabled": true,
+    "_materials": [
+      {
+        "__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
+      }
+    ],
+    "_srcBlendFactor": 770,
+    "_dstBlendFactor": 771,
+    "_spriteFrame": {
+      "__uuid__": "f0048c10-f03e-4c97-b9d3-3506e1d58952"
+    },
+    "_type": 1,
+    "_sizeMode": 0,
+    "_fillType": 0,
+    "_fillCenter": {
+      "__type__": "cc.Vec2",
+      "x": 0,
+      "y": 0
+    },
+    "_fillStart": 0,
+    "_fillRange": 0,
+    "_isTrimmedMode": true,
+    "_atlas": null,
+    "_id": "09rJ1IW6FP2ZMpthUElVCg"
+  },
+  {
+    "__type__": "cc.Widget",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 74
+    },
+    "_enabled": true,
+    "alignMode": 0,
+    "_target": null,
+    "_alignFlags": 45,
+    "_left": 0,
+    "_right": 0,
+    "_top": 0,
+    "_bottom": 0,
+    "_verticalCenter": 0,
+    "_horizontalCenter": 0,
+    "_isAbsLeft": true,
+    "_isAbsRight": true,
+    "_isAbsTop": true,
+    "_isAbsBottom": true,
+    "_isAbsHorizontalCenter": true,
+    "_isAbsVerticalCenter": true,
+    "_originalWidth": 100,
+    "_originalHeight": 40,
+    "_id": "07SJe7t/lG/4zkasRC0X0K"
+  },
+  {
+    "__type__": "cc.Button",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 73
+    },
+    "_enabled": true,
+    "_normalMaterial": null,
+    "_grayMaterial": null,
+    "duration": 0.1,
+    "zoomScale": 1.2,
+    "clickEvents": [
+      {
+        "__id__": 80
+      }
+    ],
+    "_N$interactable": true,
+    "_N$enableAutoGrayEffect": false,
+    "_N$transition": 2,
+    "transition": 2,
+    "_N$normalColor": {
+      "__type__": "cc.Color",
+      "r": 230,
+      "g": 230,
+      "b": 230,
+      "a": 255
+    },
+    "_N$pressedColor": {
+      "__type__": "cc.Color",
+      "r": 200,
+      "g": 200,
+      "b": 200,
+      "a": 255
+    },
+    "pressedColor": {
+      "__type__": "cc.Color",
+      "r": 200,
+      "g": 200,
+      "b": 200,
+      "a": 255
+    },
+    "_N$hoverColor": {
+      "__type__": "cc.Color",
+      "r": 255,
+      "g": 255,
+      "b": 255,
+      "a": 255
+    },
+    "hoverColor": {
+      "__type__": "cc.Color",
+      "r": 255,
+      "g": 255,
+      "b": 255,
+      "a": 255
+    },
+    "_N$disabledColor": {
+      "__type__": "cc.Color",
+      "r": 120,
+      "g": 120,
+      "b": 120,
+      "a": 200
+    },
+    "_N$normalSprite": {
+      "__uuid__": "f0048c10-f03e-4c97-b9d3-3506e1d58952"
+    },
+    "_N$pressedSprite": {
+      "__uuid__": "e9ec654c-97a2-4787-9325-e6a10375219a"
+    },
+    "pressedSprite": {
+      "__uuid__": "e9ec654c-97a2-4787-9325-e6a10375219a"
+    },
+    "_N$hoverSprite": {
+      "__uuid__": "f0048c10-f03e-4c97-b9d3-3506e1d58952"
+    },
+    "hoverSprite": {
+      "__uuid__": "f0048c10-f03e-4c97-b9d3-3506e1d58952"
+    },
+    "_N$disabledSprite": {
+      "__uuid__": "29158224-f8dd-4661-a796-1ffab537140e"
+    },
+    "_N$target": {
+      "__id__": 74
+    },
+    "_id": "c00L1F4hpHx6/lkcqmvrLr"
+  },
+  {
+    "__type__": "cc.ClickEvent",
+    "target": null,
+    "component": "",
+    "_componentId": "",
+    "handler": "",
+    "customEventData": ""
+  },
+  {
+    "__type__": "cc.Canvas",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 2
+    },
+    "_enabled": true,
+    "_designResolution": {
+      "__type__": "cc.Size",
+      "width": 720,
+      "height": 1330
+    },
+    "_fitWidth": false,
+    "_fitHeight": true,
+    "_id": "61oRkdlj1AOpEquTwOxXpP"
+  },
+  {
+    "__type__": "cc.Widget",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 2
+    },
+    "_enabled": true,
+    "alignMode": 1,
+    "_target": null,
+    "_alignFlags": 45,
+    "_left": 0,
+    "_right": 0,
+    "_top": 0,
+    "_bottom": 0,
+    "_verticalCenter": 0,
+    "_horizontalCenter": 0,
+    "_isAbsLeft": true,
+    "_isAbsRight": true,
+    "_isAbsTop": true,
+    "_isAbsBottom": true,
+    "_isAbsHorizontalCenter": true,
+    "_isAbsVerticalCenter": true,
+    "_originalWidth": 0,
+    "_originalHeight": 0,
+    "_id": "98iyBqJMVHGZZX4oIT3Bko"
+  }
+]

+ 7 - 0
assets/test.fire.meta

@@ -0,0 +1,7 @@
+{
+  "ver": "1.2.9",
+  "uuid": "7ae7faea-0cca-4bae-a0d8-e1cbed059eba",
+  "asyncLoadAssets": false,
+  "autoReleaseAssets": false,
+  "subMetas": {}
+}

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