eraser 5 anni fa
commit
8b0d94c227
100 ha cambiato i file con 3604 aggiunte e 0 eliminazioni
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      assets/js.meta
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      assets/js/click.js
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+ 53 - 0
.gitignore

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+#/////////////////////////////////////////////////////////////////////////////
+# 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/

+ 7 - 0
assets/js.meta

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+{
+  "ver": "1.0.1",
+  "uuid": "294c2d5b-b4d2-41ba-bb79-268f7b91d774",
+  "isSubpackage": false,
+  "subpackageName": "",
+  "subMetas": {}
+}

+ 67 - 0
assets/js/click.js

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+// Learn cc.Class:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/class.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/class.html
+// Learn Attribute:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/reference/attributes.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/reference/attributes.html
+// Learn life-cycle callbacks:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/life-cycle-callbacks.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/life-cycle-callbacks.html
+
+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;
+        //     }
+        // },
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+
+    // onLoad () {},
+
+    start () {
+       this.startBtn = UtilsNode.getNode("startBtn",this.node)
+        UtilsNode.setOn(this.startBtn,function () {
+            // console.log("开始匹配",this.StartBtnLishener);
+            if (this.StartBtnLishener) {
+                this.StartBtnLishener();
+            }
+            this.startBtn.active = false
+            this.canceltBtn.active = true
+        }.bind(this))
+       this.canceltBtn = UtilsNode.getNode("canceltBtn",this.node)
+        UtilsNode.setOn(this.canceltBtn,function () {
+            // console.log("停止匹配",this.CanceltBtnLishener);
+            if (this.CanceltBtnLishener) {
+                this.CanceltBtnLishener();
+            }
+            this.startBtn.active = true
+            this.canceltBtn.active = false
+        }.bind(this))
+    },
+    setStartBtnLishener(StartBtnLishener){
+        this.StartBtnLishener = StartBtnLishener
+    },
+    setCanceltBtnLishener(CanceltBtnLishener){
+        this.CanceltBtnLishener = CanceltBtnLishener
+    },
+    succeed(){
+        this.startBtn.active = false
+        this.canceltBtn.active = false
+    }
+    // update (dt) {},
+});

+ 9 - 0
assets/js/click.js.meta

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+{
+  "ver": "1.0.5",
+  "uuid": "a1a85d3f-751d-4582-9f90-4684d6eea7ab",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 41 - 0
assets/js/default.js

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+// Learn cc.Class:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/class.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/class.html
+// Learn Attribute:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/reference/attributes.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/reference/attributes.html
+// Learn life-cycle callbacks:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/life-cycle-callbacks.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/life-cycle-callbacks.html
+
+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;
+        //     }
+        // },
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+
+    // onLoad () {},
+
+    start () {
+
+    },
+
+    // update (dt) {},
+});

+ 9 - 0
assets/js/default.js.meta

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+{
+  "ver": "1.0.5",
+  "uuid": "897b0843-0459-4bc1-b50f-37890ea2798f",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 44 - 0
assets/js/gameMain.js

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+// Learn cc.Class:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/class.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/class.html
+// Learn Attribute:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/reference/attributes.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/reference/attributes.html
+// Learn life-cycle callbacks:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/life-cycle-callbacks.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/life-cycle-callbacks.html
+
+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;
+        //     }
+        // },
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+
+    // onLoad () {},
+
+    start () {
+        this.back = UtilsNode.getNode("back",this.node)
+        UtilsNode.setOn(this.back,function () {
+            utils.toLoadScene("matching")
+        }.bind(this))
+    },
+
+    // update (dt) {},
+});

+ 9 - 0
assets/js/gameMain.js.meta

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+{
+  "ver": "1.0.5",
+  "uuid": "5a2bc8df-a62c-41f4-bdcb-f587dcedb543",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 162 - 0
assets/js/head.js

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+// Learn cc.Class:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/class.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/class.html
+// Learn Attribute:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/reference/attributes.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/reference/attributes.html
+// Learn life-cycle callbacks:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/life-cycle-callbacks.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/life-cycle-callbacks.html
+
+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;
+        //     }
+        // },
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+
+    // onLoad () {},
+
+    start () {
+        this.left = UtilsNode.getNode("left",this.node)
+        //右面玩家的图标
+        this.right = UtilsNode.getNode("right",this.node)
+        //匹配图标
+        this.default = UtilsNode.getNode("default",this.node)
+        this.PinkFrameFillColor = UtilsNode.getNode("PinkFrameFillColor",this.default)
+
+
+        this.right.active = false
+        this.default.active = false
+
+        if (this.LoadSucceedLishener) {
+            this.LoadSucceedLishener();
+        }
+
+    },
+
+    setLoadSucceedLishener(LoadSucceedLishener){
+        this.LoadSucceedLishener = LoadSucceedLishener
+    },
+
+
+    setHeadData(type,data){
+        var headNode
+        if (type == 0) {
+            headNode =  this.left
+        }else{
+            headNode =  this.right
+        }
+
+        var BlueFrameNew = UtilsNode.getNode("BlueFrameNew",headNode)
+        var mask = UtilsNode.getNode("mask",BlueFrameNew)
+        var AvatarMale = UtilsNode.getNode("AvatarMale",mask)
+
+        var name = UtilsNode.getNode("name",headNode)
+
+        utils.loadHttpSpriteFrame(data.head,AvatarMale.getComponent(cc.Sprite))
+        name.getComponent(cc.Label).string = data.name
+
+
+        var sex = UtilsNode.getNode("sex",headNode)
+        var Male = UtilsNode.getNode("Male",sex)
+        var Female = UtilsNode.getNode("Female",sex)
+        if (data.gender == 0) {
+            Male.active = true
+            Female.active = false
+        }else{
+            Male.active = false
+            Female.active = true
+        }
+
+    },
+
+
+
+    //开始匹配
+    startMatch(){
+        this.default.active = true
+        this.right.active = false
+        this.readyRight()
+    },
+    //取消匹配
+    cancelMatch(){
+        this.default.active = false
+        this.right.active = false
+        this.unschedule(this.callback)
+    },
+    //完成匹配
+    succeedMatch(){
+        this.default.active = false
+        this.right.active = true
+
+        this.unschedule(this.callback)
+    },
+    //匹配动画
+    readyRight: function () {
+
+        var left = UtilsNode.getNode("left", this.PinkFrameFillColor);
+        var middle = UtilsNode.getNode("middle", this.PinkFrameFillColor);
+        var right = UtilsNode.getNode("right", this.PinkFrameFillColor);
+
+        var left_Position = left.getPosition();
+        var middle_Position = middle.getPosition();
+        var right_Position = right.getPosition();
+
+        // var arrp = [];
+        // arrp.push(left_Position);
+        // arrp.push(middle_Position);
+        // arrp.push(right_Position);
+        var arrp = [];
+        arrp.push(right_Position);
+        arrp.push(middle_Position);
+        arrp.push(left_Position);
+
+        var arrn = [];
+        arrn.push(left);
+        arrn.push(middle);
+        arrn.push(right);
+
+        this.count = 0;
+        this.unschedule(this.callback)
+        this.callback = function () {
+
+            var temp = arrp[arrp.length - 1];
+            arrp.unshift(temp);
+            arrp.pop()
+
+            // console.log("操作",arrn);
+            if (this.count == arrp.length) {
+                // 在第六次执行回调时取消这个计时器
+                // this.unschedule(this.callback);
+                this.count = 0;
+            }
+            for (var i = 0; i < arrp.length; i++) {
+                arrn[i].x = arrp[i].x;
+            }
+
+
+            this.count++;
+
+        }
+        this.schedule(this.callback, 0.5);
+    },
+
+    // update (dt) {},
+});

+ 9 - 0
assets/js/head.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.5",
+  "uuid": "e54f5752-f615-4d44-877d-f2272f9e8b76",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 152 - 0
assets/js/main.js

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+var KBEngine = require("kbengine");
+
+// Learn cc.Class:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/class.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/class.html
+// Learn Attribute:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/reference/attributes.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/reference/attributes.html
+// Learn life-cycle callbacks:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/life-cycle-callbacks.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/life-cycle-callbacks.html
+window.app = {
+    player : [
+        {
+            id : 9527,
+            name : "9527",
+            gender: 0,
+            head: "https://dn-qn.move-it.club/FrRjuH4-RslUaAhofSB2NdMn9WMx",
+        },
+        {
+            id : 9526,
+            name : "9526",
+            gender: 1,
+            head: "https://ss0.bdstatic.com/70cFvHSh_Q1YnxGkpoWK1HF6hhy/it/u=857896439,118415596&fm=27&gp=0.jpg",
+        }
+    ]
+    ,
+    callback:function(id,name){
+        console.log("1111111111111===",id,name);
+        this.player[0].name = name;
+    }
+}
+cc.Class({
+    extends: cc.Component,
+
+    properties: {
+        //人物数量
+        avatarCount: {
+            // ATTRIBUTES:
+            default: 0,
+            type:cc.Integer,
+        },
+        //是否可以开始
+        isCanStart: {
+            // ATTRIBUTES:
+            default: false,
+            type:cc.Integer,
+        },
+        // bar: {
+        //     get () {
+        //         return this._bar;
+        //     },
+        //     set (value) {
+        //         this._bar = value;
+        //     }
+        // },
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+
+    onLoad () {
+        utils.redytoLoadScene("worldScene")
+    },
+
+
+    start () {
+          this.matchText =  UtilsNode.getNode("matchText",this.node)
+          //时间相关
+          this.matchTextc = this.matchText.getComponent("matchText")
+
+
+          this.head =  UtilsNode.getNode("head",this.node)
+          // 头像相关
+          this.headc = this.head.getComponent("head")
+
+          this.click =  UtilsNode.getNode("click",this.node)
+          //可以点击的 开始匹配按钮和 取消按钮
+          this.clickc =  this.click.getComponent("click")
+
+
+
+        this.initListener();
+
+        this.installEvents();
+
+    },
+
+        /* -----------------------------------------------------------------------/
+    							KBEngine 事件响应
+    /------------------------------------------------------------------------ */
+    installEvents: function () {
+        KBEngine.Event.register("onAvatarMatchingSuccess", this, "onAvatarMatchingSuccess");
+    },
+    onAvatarMatchingSuccess:function(id1,name1,id2,name2){
+        console.log("onAvatarEnterGame============",id1,name1,id2,name2);
+        this.timeId = setTimeout(function () {
+            app.player[1].id = id2;
+            app.player[1].name = name2;
+            this.succeed(app.player[1]);
+        }.bind(this),1000)
+    },
+
+    initListener: function () {
+
+        //需要 子节点初始化完毕回调里面设置头像等数据
+        this.headc.setLoadSucceedLishener(function () {
+            this.headc.setHeadData(0,app.player[0]);
+        }.bind(this))
+
+
+        this.clickc.setStartBtnLishener(function () {
+            // console.log("开始匹配");
+            this.headc.startMatch();
+            this.matchTextc.startCountDownTime();
+
+            if (KBEngine.app)
+               KBEngine.app.player().joinRoom();
+
+            // this.timeId = setTimeout(function () {
+            //     this.succeed(app.player[1]);
+            // }.bind(this),2000)
+        }.bind(this))
+        this.clickc.setCanceltBtnLishener(function () {
+            // console.log("停止匹配");
+            clearTimeout(this.timeId);
+
+            
+            if (KBEngine.app)
+                KBEngine.app.player().levelRoom();
+
+            this.headc.cancelMatch();
+            this.matchTextc.stopCountDownTime();
+        }.bind(this))
+    },
+    succeed(playerData){
+
+        this.headc.setHeadData(1,playerData);
+
+        this.clickc.succeed();
+        this.matchTextc.succeed();
+        this.headc.succeedMatch()
+
+
+        setTimeout(function () {
+            utils.toLoadScene("worldScene")   
+        }.bind(this),2000)
+    },
+    // update (dt) {
+
+
+    // },
+});

+ 9 - 0
assets/js/main.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.5",
+  "uuid": "e7d2854f-1356-4559-91e7-c5aff7b20506",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 120 - 0
assets/js/matchText.js

@@ -0,0 +1,120 @@
+// Learn cc.Class:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/class.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/class.html
+// Learn Attribute:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/reference/attributes.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/reference/attributes.html
+// Learn life-cycle callbacks:
+//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/life-cycle-callbacks.html
+//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/life-cycle-callbacks.html
+
+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;
+        //     }
+        // },
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+
+    // onLoad () {},
+
+    start () {
+        this.zhao = UtilsNode.getNode("zhao",this.node);
+        this.waittimeText = UtilsNode.getNode("waittimeText",this.node);
+        this.waittime = UtilsNode.getNode("waittime",this.node);
+        this.chenggong = UtilsNode.getNode("chenggong",this.node);
+
+
+    },
+    //开始倒计时
+    startCountDownTime: function () {
+        // this.stopCountDownTime()
+        this.chenggong.active = false;
+        this.waittime.active = true;
+        this.waittimeText.active = true;
+        this.zhao.active = true;
+
+        this.timeData = {
+            branch: "00",
+            second: "00"
+        }
+
+        this.waittime.getComponent(cc.Label).string = this.timeData.branch + ":" + this.timeData.second
+
+
+        this.time_count = 0;
+        this.time_branch = 0;
+        this.time_second = 0;
+
+
+        this.callbackCountDownTime = function () {
+            this.time_second++;
+            if (this.time_second > 60) {
+                this.time_second = 0;
+                this.time_branch++;
+            }
+
+            this.time_count++;
+
+            //设置秒
+            var second;
+            if (this.time_second < 10) {
+                second = '0' + this.time_second;
+            } else {
+                second = this.time_second;
+            }
+            this.timeData.second = second + "";
+
+            var branch;
+            if (this.time_branch < 10) {
+                branch = '0' + this.time_branch;
+            } else {
+                branch = this.time_branch;
+            }
+            this.timeData.branch = branch + "";
+
+
+            // console.log("我们的时间", this.timeData);
+
+            this.updetaTime(this.timeData);
+        }
+
+
+        this.schedule(this.callbackCountDownTime, 1);
+    },
+
+    updetaTime: function (timeData) {
+        this.waittime.getComponent(cc.Label).string = timeData.branch + ":" + timeData.second
+
+    },
+    //停止倒计时
+    stopCountDownTime: function () {
+        this.unschedule(this.callbackCountDownTime);
+        this.chenggong.active = false;
+        this.waittime.active = false;
+        this.zhao.active = false;
+        this.waittimeText.active = false;
+    },
+    succeed(){
+        this.chenggong.active = true;
+        this.waittime.active = false;
+        this.zhao.active = false;
+        this.waittimeText.active = false;
+    }
+    // update (dt) {},
+});

+ 9 - 0
assets/js/matchText.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.5",
+  "uuid": "9c836b7c-b6ed-4d59-80ee-47c735a1093e",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 7 - 0
assets/js/scene.meta

@@ -0,0 +1,7 @@
+{
+  "ver": "1.0.1",
+  "uuid": "14b7da53-b4cd-4d60-bb56-9f00c0493f39",
+  "isSubpackage": false,
+  "subpackageName": "",
+  "subMetas": {}
+}

+ 7 - 0
assets/js/utils.meta

@@ -0,0 +1,7 @@
+{
+  "ver": "1.0.1",
+  "uuid": "968eddde-9a29-42f8-a205-841d3ee5e67b",
+  "isSubpackage": false,
+  "subpackageName": "",
+  "subMetas": {}
+}

+ 511 - 0
assets/js/utils/UtilsNode.js

@@ -0,0 +1,511 @@
+window.UtilsNode = {
+
+
+    PrefabsName: [
+        "prefab/share",
+        "prefab/show",
+        "prefab/login",
+        "prefab/loading",
+        "prefab/stock",
+    ],
+
+    sharePrefab: [
+        "prefab/share",
+        "prefab/sharepublic",
+        "prefab/MoneyFlyAfterShare",
+    ],
+
+    put: function (e, v) {
+        if (window.localStorage) {
+            window.localStorage[e] = v;
+        }
+    },
+    get: function (e) {
+        if (window.localStorage) {
+            let re = "";
+            if (window.localStorage[e] == null) {
+                return re;
+            } else {
+                return window.localStorage[e];
+            }
+
+
+        }
+
+
+    },
+
+    //产生演员
+    startActor: function (bgArr) {
+        let defXx = 100;
+
+        let defX = defXx;
+        let defY = 300;
+
+        let defaddX = 180;
+        let defaddY = 180;
+
+
+        let itemXCount = 4;
+        let itemXCount2 = 1;
+        //总演员个数
+        let itemMaxCount = 101;
+
+
+        //总个数 是  itemMaxCount + itemYCount  想要的个数+多少行
+        let itemYCount = itemMaxCount / itemXCount;
+
+        let postions = [];
+
+        let tempitemXCount = itemXCount;
+
+        let tempxarr = [];
+
+        let bgArrs = [];
+
+        for (let i = 0; i < itemYCount; i++) {
+
+            // if (i%2 == 0) {
+            //     tempitemXCount = itemXCount;
+            // }else{
+            //     tempitemXCount = itemXCount2;
+            // }
+            if (tempxarr.length == 0) {
+                for (let x = 0; x < tempitemXCount; x++) {
+                    if (x == 0) {
+                        defX = defXx
+                    } else {
+                        defX += defaddX;
+                    }
+                    tempxarr.push(defX);
+                    let p = {x: tempxarr[x], y: defY};
+                    postions.push(p);
+                }
+                let p = {x: tempxarr[tempxarr.length - 1], y: defY += defaddY, q: 0};
+                postions.push(p);
+                bgArrs.push(p);
+            } else if (tempxarr.length > 0 && i % 2 != 0) {
+                if (postions.length > itemMaxCount) {
+                    break;
+                }
+                defY += defaddY;
+                //    奇数
+                for (let z = tempxarr.length - 1; z >= 0; z--) {
+                    let p = {x: tempxarr[z], y: defY};
+                    postions.push(p);
+                    if (postions.length > itemMaxCount) {
+                        break;
+                    }
+                }
+                if (postions.length > itemMaxCount) {
+                    break;
+                }
+                let p = {x: tempxarr[0], y: defY += defaddY, w: 0};
+                postions.push(p);
+                bgArrs.push(p);
+            } else if (tempxarr.length > 0 && i % 2 == 0) {
+                if (postions.length > itemMaxCount) {
+                    break;
+                }
+                defY += defaddY;
+                //偶数
+                for (let z = 0; z < tempitemXCount; z++) {
+                    let p = {x: tempxarr[z], y: defY};
+                    postions.push(p);
+                    if (postions.length > itemMaxCount) {
+                        break;
+                    }
+                }
+                if (postions.length > itemMaxCount) {
+                    break;
+                }
+                let p = {x: tempxarr[tempxarr.length - 1], y: defY += defaddY, q: 0};
+                postions.push(p);
+                bgArrs.push(p);
+            }
+
+        }
+        // for (let x = 0; x < tempitemXCount; x++) {
+        //     if (x==0) {
+        //         defX = defXx
+        //     }else{
+        //         defX+=defaddX;
+        //     }
+        //
+        //
+        //     let p = {x:defX,y:defY};
+        //     postions.push(p);
+        // }
+        if (bgArr != null) {
+            bgArr(bgArrs, postions);
+        }
+
+        return postions;
+    },
+    // ①、// 生成 [n,m),包含n但不包含m的正整数:  parseInt(Math.random()*(m-n)+n)
+    //
+    // ②、// 生成 (n,m],不包含n但包含m的正整数:  parseInt(Math.random()*(m-n)+n)+1
+    //
+    // ③、// 生成 [n,m],包含n和m的随机数:             parseInt(Math.random()*(m-n+1)+n)
+    //
+    // ④、// 生成 (n,m),不包含n和m的正整数:         parseInt(Math.random()*(m-n-1)+n+1)
+    getRandom: function (type, n, m, arr) {
+        let random;
+        switch (type) {
+            case 0:
+                random = parseInt(Math.random() * (m - n) + n);
+                break;
+            case 1:
+                random = parseInt(Math.random() * (m - n) + n) + 1;
+                break;
+            case 2:
+                random = parseInt(Math.random() * (m - n + 1) + n);
+                break;
+            case 3:
+                random = parseInt(Math.random() * (m - n - 1) + n + 1);
+                break;
+            case 4:
+                random = parseInt((Math.random() * arr.length));
+                break;
+        }
+        return random;
+    },
+
+//     this.node.setScale(1,-1);
+// this.node.setRotation(180);
+// console.log("我应该脸往左",temp,temp1);
+
+//     this.node.setScale(1,1);
+// this.node.setRotation(0);
+// console.log("我应该脸往右",temp,temp1);
+
+    setMyRotation: function (type, node) {
+        switch (type) {
+            case 0:
+                node.setScale(1, -1);
+                node.setRotation(180);
+// console.log("我应该脸往左",temp,temp1);
+                break;
+            case 1:
+                node.setScale(1, 1);
+                node.setRotation(0);
+// console.log("我应该脸往右",temp,temp1);
+                break;
+        }
+    },
+
+
+    //获取 百分比
+    getPercentage: function (n, m) {
+        let num = parseInt(n);
+        let max = parseInt(m);
+        if (isNaN(num) || isNaN(max)) {
+            return 0;
+        }
+        return max <= 0 ? 0 : parseInt((Math.round(num / max * 10000) / 100.00));
+    },
+    //随机生成演员
+    actorBirth: function (parentNode, arrp, actorType, startActor, endActor) {
+        let nodearr = [];
+        for (var i = 0; i < arrp.length; i++) {
+            let mInt = parseInt(Math.random() * (actorType.length - 0));
+            let tag = true;
+
+            if (i < 9) {
+                switch (i) {
+                    case 1:
+                        mInt = 0;
+                        break;
+                    case 2:
+                        mInt = 1;
+                        break;
+                    case 3:
+                        mInt = 2;
+                        break;
+                    case 4:
+                        mInt = 0;
+                        break;
+                    case 5:
+                        mInt = 1;
+                        break;
+                    case 6:
+                        mInt = 0;
+                        break;
+                    case 7:
+                        mInt = 2;
+                        break;
+                    case 8:
+                        mInt = 1;
+                        break;
+                }
+                // mInt = 1;
+            } else {
+                while (tag) {
+                    //如果当前地板是陷阱 检查上一个是不是陷阱如果是 就再随机一个
+                    if (i > 0 && actorType[mInt].data.getComponent("actor").type == 2) {
+                        if (nodearr[i - 1].getComponent("actor").type == 2) {
+                            mInt = parseInt(Math.random() * (actorType.length - 0));
+                        } else {
+                            tag = false;
+                        }
+                        //  大于三的时候 如果 没有陷阱 我就创建一个陷阱
+                    } else if (i > 3 && (actorType[mInt].data.getComponent("actor").type == 1 || actorType[mInt].data.getComponent("actor").type == 0)) {
+                        let tempi = 0;
+                        for (var x = 1; x < 4; x++) {
+                            if (nodearr[i - x].getComponent("actor").type != 2) {
+                                tempi++;
+                            }
+
+
+                        }
+                        if (tempi == 3) {
+                            mInt = parseInt(Math.random() * (actorType.length - 0));
+                        } else {
+                            tag = false;
+                        }
+
+                    } else {
+                        tag = false;
+                    }
+                }
+            }
+
+
+            let node = cc.instantiate(actorType[mInt]);
+            if (i == 0) {
+                node = cc.instantiate(startActor);
+            } else if (i == arrp.length - 1) {
+                node = cc.instantiate(endActor);
+            }
+
+
+            parentNode.addChild(node);
+            node.setPosition(arrp[i].x, arrp[i].y);
+            nodearr.push(node);
+        }
+
+        return nodearr;
+
+    },
+
+
+    init: function (parentNode) {
+        this.parentNode = parentNode;
+        return this;
+    },
+    getPrefabsName: function () {
+        return this.prefabsName;
+    },
+    addPrefabs: function (prefabsName, parentNode, callback) {
+        cc.loader.loadRes(prefabsName, function (err, texture) {
+            var node = this.parentNode;
+
+            if (parentNode != null) {
+                node = parentNode;
+            }
+
+            var prefab = cc.instantiate(texture);
+
+            // this.prefabsName = prefab.name;
+            this.removePrefabs(node, prefab.name);
+
+
+            if (node != null) {
+                node.addChild(prefab);
+            } else {
+                return;
+            }
+
+            // this.dialogLuckView.active = false;
+            // this.GivePrize = this.getNode("GivePrize",this.showDialogs);
+            // //转
+            // this.Sunshine = this.getNode("Sunshine",this.GivePrize);
+            // //物品
+            // this.Rewards = this.getNode("Rewards",this.GivePrize);
+            // //关闭按钮
+            // this.close = this.getNode("close",this.showDialogs);
+
+
+            if (callback != null) {
+                callback(prefab);
+            }
+        }.bind(this));
+    },
+    addPrefabsName: function (prefabsName, parentNode, name, callback) {
+        cc.loader.loadRes(prefabsName, function (err, texture) {
+            var node = this.parentNode;
+
+            if (parentNode != null) {
+                node = parentNode;
+            }
+
+            var prefab = cc.instantiate(texture);
+            let prefabsName = "";
+            if (name != null) {
+                prefabsName = name;
+            } else {
+                prefabsName = prefab.name;
+            }
+            // this.prefabsName = prefab.name;
+            // this.removePrefabs(node,prefabsName);
+
+
+            if (node != null) {
+                node.addChild(prefab);
+            } else {
+                return;
+            }
+
+            // this.dialogLuckView.active = false;
+            // this.GivePrize = this.getNode("GivePrize",this.showDialogs);
+            // //转
+            // this.Sunshine = this.getNode("Sunshine",this.GivePrize);
+            // //物品
+            // this.Rewards = this.getNode("Rewards",this.GivePrize);
+            // //关闭按钮
+            // this.close = this.getNode("close",this.showDialogs);
+
+
+            if (callback != null) {
+                callback(prefab);
+            }
+        }.bind(this));
+    },
+    removePrefabs: function (parentNode, prefabsName, success, fail) {
+
+        var node = this.parentNode;
+
+        if (parentNode != null) {
+            node = parentNode;
+        }
+
+        if (node != null) {
+            if (node.getChildByName(prefabsName) != null) {
+                node.getChildByName(prefabsName).off(cc.Node.EventType.TOUCH_END);
+                node.getChildByName(prefabsName).destroy();
+                if (success != null) {
+                    success();
+                }
+            } else {
+                if (fail != null) {
+                    fail();
+                }
+            }
+        }
+
+    },
+    setOff: function (node) {
+        node.off(cc.Node.EventType.TOUCH_END);
+    },
+    setOn: function (node, callback) {
+        if (node != null) {
+            node.on(cc.Node.EventType.TOUCH_END, callback);
+        } else {
+            console.log("当前被放进来的node节点没有可以点击的名字 请关注此段警告");
+        }
+
+        return this;
+    },
+
+
+    getNode: function (name, parent) {
+        if (parent == null) {
+            if (this.parentNode.getChildByName(name) == null) {
+                // console.log("在",this.parentNode,"没有找到名字为"+name+"的node");
+            }
+            return this.parentNode.getChildByName(name);
+        } else {
+            if (parent.getChildByName(name) == null) {
+                // console.log("在",parent,"没有找到名字为"+name+"的node");
+            }
+            return parent.getChildByName(name);
+        }
+
+    },
+    //开始分享
+    /**
+     UtilsPrefabs.startSharePrefab(function () {
+                this.Building_t();
+            }.bind(this),function () {
+                this.Building_t();
+            }.bind(this));
+     * @param Success
+     * @param fail
+     */
+    startSharePrefab: function (Success, fail, callbackNode) {
+        var Canvas = cc.find("Canvas/UICamera");
+        UtilsPrefabs
+            .init(Canvas)
+            .addPrefabs(UtilsPrefabs.sharePrefab[1], null, function (node) {
+
+                if (callbackNode != null) {
+                    callbackNode(node);
+                }
+                // node.y = -200;
+                // node.x = -20;
+                var gosharebtn = UtilsPrefabs.getNode("gosharebtn", node);
+                var img1 = UtilsPrefabs.getNode("img1", node);
+                var NewLabel1 = UtilsPrefabs.getNode("New Label", img1);
+                var img2 = UtilsPrefabs.getNode("img2", node);
+                var NewLabel2 = UtilsPrefabs.getNode("New Label", img2);
+                // NewLabel1.getComponent(cc.Label).string = 'x'+GlobalD.GameData.publicGive[0];
+                // NewLabel2.getComponent(cc.Label).string = 'x'+GlobalD.GameData.publicGive[1];
+
+                var close = UtilsPrefabs.getNode("close", node);
+                UtilsPrefabs.setOn(close, function () {
+                    UtilsPrefabs.removePrefabs(Canvas, node.name);
+
+                    // if (task.taskCursor == 4) {
+                    //     task.addTaskCount();
+                    //     task.removeTaskNodes();
+                    // }
+                    if (fail != null) {
+                        fail();
+                    }
+
+                }.bind(this));
+
+                UtilsPrefabs.setOn(gosharebtn, function () {
+                    // console.log("点击分享按钮");
+
+
+                    UtilsWX.sharebtn(function () {
+                        UtilsPrefabs.setOff(gosharebtn);
+                        GlobalD.GameData.PlusGolden(GlobalD.GameData.publicGive[0]);
+                        GlobalD.GameData.PlusDiamond(GlobalD.GameData.publicGive[1]);
+
+                        UtilsPrefabs
+                            .init(Canvas)
+                            .addPrefabs(UtilsPrefabs.sharePrefab[2], null, function (node) {
+                                // cc.log(node.name+"***********000");
+                                node.zIndex = 10000;
+                                var MoneyFlyAnim = node.getChildByName('MoneyAnim').getComponent(cc.Animation);
+                                MoneyFlyAnim.RemoveNode = function () {
+                                    node.destroy();
+                                    // cc.log('111111111',node);
+                                }
+                            });
+                        if (Success != null) {
+                            Success();
+                        }
+                    }.bind(this));
+                    UtilsPrefabs.removePrefabs(Canvas, node.name);
+                    // if (task.taskCursor == 4) {
+                    //     task.addTaskCount();
+                    //     task.removeTaskNodes();
+                    // }
+
+                }.bind(this))
+            }.bind(this));
+
+    },
+    loadResSpriteFrame: function (src, callback) {
+        cc.loader.loadRes(src, cc.SpriteFrame, function (err, texture) {
+            if (callback != null) {
+                callback(texture);
+            }
+        }.bind(this));
+    },
+
+
+}

+ 9 - 0
assets/js/utils/UtilsNode.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.5",
+  "uuid": "651538d2-0955-4557-91c7-95a88ae4e2e0",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 439 - 0
assets/js/utils/utils.js

@@ -0,0 +1,439 @@
+window.utils = {
+
+    //04月25日,单位改为万公里了
+    StarDistnaces: [
+        //"月球",
+        15210,
+        //"火星",
+        22794,
+        //"木星",
+        77833,
+        //"土星",
+        142700,
+        //"天王星",
+        287099,
+        //"海王星",
+        450400,
+        //"黑洞"
+        591352,
+        //"飞出太阳系"
+        600000,
+        //飞出银河系
+        24598080000000],
+
+    //判断是手机
+    isMobile: function (callback) {
+        if (cc.sys.platform == cc.sys.MOBILE_BROWSER) {
+            if (callback != null) {
+                callback();
+            }
+        }
+    },
+    //获得一个 ?aa=aa.jpg 后缀的网络图片地址
+    getNewHttpImage(avatarUrl){
+        var str = "?aa=aa.jpg";
+        var temp = avatarUrl;
+        if (avatarUrl.indexOf(str) == -1) {
+            temp +=str
+            return temp
+        }
+
+        return avatarUrl;
+    },
+
+    //判断是手机
+    isWeb: function (callback) {
+        if (cc.sys.platform == cc.sys.DESKTOP_BROWSER) {
+            if (callback != null) {
+                callback();
+            }
+        }
+    },
+    //加载网络图片
+    loadHttpSpriteFrame: function (avatarUrl, sprite) {
+        cc.loader.load(this.getNewHttpImage(avatarUrl), function (err, texture) {
+            if (sprite.node!=null) {
+                sprite.spriteFrame = new cc.SpriteFrame(texture);
+            }
+        });
+    },
+    //跳转到某个场景名字
+    toLoadScene: function (SceneName, callback) {
+        cc.director.loadScene(SceneName, callback);
+    },
+    //准备去某个场景
+    redytoLoadScene: function (SceneName) {
+        cc.director.preloadScene(SceneName);
+    },
+    //加载 resources 文件夹下面的 图片
+    loadResSpriteFrame: function (src, callback) {
+        cc.loader.loadRes(src, cc.SpriteFrame, function (err, texture) {
+            if (callback != null) {
+                callback(texture);
+            }
+        }.bind(this));
+
+    },
+
+
+    dragonBonesPlay: function (node, name, playTimes) {
+        let armature = node.getComponent(dragonBones.ArmatureDisplay);
+        armature.playAnimation(name, playTimes);
+    },
+    dragonBonesGet: function (node) {
+        let armature = node.getComponent(dragonBones.ArmatureDisplay);
+        // console.log("是啥",armature.getAnimationNames(armature.armatureName));
+        return armature.getAnimationNames(armature.armatureName)
+    },
+
+    getShareData: function (callback) {
+        // let data = {
+        //     der: der,
+        //     pianyi: pianyi,
+        //     power: power,
+        //     ballSpeed: ballSpeed,
+        //     kitTime: kitTime,
+        //     ATime: ATime
+        // }
+
+        //击打三拳的数据
+        let everypowerdata = UserInfo.PlayerGameData.everypowerdata;
+        // let everypowerdata = Statistics.player1;
+
+        //打击的力量
+
+        //    力量
+        let everypowers = [];
+        //    准确度
+        let types = [];
+        //   拳速
+        let speend = [];
+
+        let missTimes = [];
+        let hitTimes = [];
+
+        for (var i = 0; i < everypowerdata.length; i++) {
+            let tempdata = everypowerdata[i];
+            //拳速
+            speend.push(tempdata.ballSpeed);
+
+            everypowers.push(tempdata.power);
+            // console.log("流量值type", tempdata.type);
+            types.push(tempdata.pianyi);
+
+            // if (!tempdata.isOK) {
+            //     missTimes.push(tempdata.type);
+            // } else {
+            //     hitTimes.push(tempdata.type);
+            // }
+        }
+        //    流浪值
+        let power = parseInt(UserInfo.PlayerGameData.power);
+
+
+        let types_average = 0;
+        for (var i = 0; i < types.length; i++) {
+            types_average += types[i];
+        }
+        console.log("准确率", (types_average / types.length));
+        console.log("流量值", power);
+
+        //最大连击
+        let maxCombo = Statistics.player1.continuitymax;
+        // for (var i = 0; i < types.length; i++) {
+        //     if (i == 0) {
+        //         maxCombo++;
+        //     } else {
+        //         if (types[i - 1] == 1 && types[i] == 1) {
+        //             maxCombo++;
+        //         } else {
+        //             maxCombo = 0;
+        //         }
+        //     }
+        // }
+        console.log("现在最高练级11111" + maxCombo);
+
+        let speend_average = 0;
+        for (var i = 0; i < speend.length; i++) {
+            speend_average += speend[i];
+        }
+        let speends = isNaN(Math.round(speend_average / speend.length))?0:Math.round(speend_average / speend.length)
+
+        console.log("判断 平均速度" , speends);
+        //最大拳速
+        let speend_max = 0;
+        let temp_speend = 0;
+        for (var i = 0; i < speend.length; i++) {
+            if (speend[i] > temp_speend) {
+                temp_speend = speend[i];
+            }
+        }
+        speend_max = temp_speend;
+
+        let powers_max = 0;
+        let temp_powers = 0;
+        for (var i = 0; i < everypowers.length; i++) {
+            if (everypowers[i] > temp_powers) {
+                temp_powers = everypowers[i];
+            }
+        }
+        powers_max = temp_powers;
+
+
+        console.log("速度", (speend_average / speend.length));
+
+
+
+
+        let everypowers_average = 0;
+        for (var i = 0; i < everypowers.length; i++) {
+            everypowers_average += everypowers[i];
+        }
+        console.log("力量", (everypowers_average / everypowers.length));
+        let calorie = isNaN(Math.round(everypowers_average / everypowers.length))?0:Math.round(everypowers_average / everypowers.length)
+
+        var distance = this.SetDistance(UserInfo.PlayerGameData.currtag, power);
+
+
+        let types_averages = isNaN(parseInt((types_average / types.length)))?0:parseInt((types_average / types.length))
+        console.log("判断 命中率" , types_averages);
+        let callbackdata = {
+            //平均速度
+            speend_average: Math.round(speend_average / speend.length),
+            //平均力量
+            everypowers_average: calorie,
+            //准确率
+            types_average: types_averages,
+            //流浪值
+            power: power,
+            //给app 的 数据
+            setResult: {
+                //总打击拳数
+                times: everypowerdata.length,
+                //    miss拳数
+                missTimes: missTimes.length,
+                //     命中率
+                hitRate: types_averages,
+                //    命中拳数
+                hitTimes: hitTimes.length,
+                //     游戏总时长
+                duration: (new Date().getTime() - GameData.gameStartTime),
+                //    游戏开始时间
+                requestTime: GameData.gameStartTime,
+                //    分数
+                score: power,
+                //    最大力量
+                maxPower: powers_max,
+                //     是否赢得游戏
+                winGame: 1,
+                //    最大球速
+                maxSpeed: speend_max,
+                //     平均球速
+                avgSpeed: speends,
+                //     最大连击
+                maxCombo: maxCombo,
+                //    光年距离(先是死的)
+                alternative: distance,
+                //      扩展数据(不要给)
+                //     extraJson : ""
+                // 卡路里    4.24添加
+                calorie: calorie * 6,
+                // int rankingType, 字段排名 0-score排名  1-alternative排名
+                // int type   排名类型 1-好友 2-全国
+                //便捷接口
+                rankingType : 0,
+
+                type : 2,
+            }
+        }
+
+        if (callback != null) {
+            callback(callbackdata);
+        }
+    },
+    SetDistance: function (currtag, power) {
+        var distance = 0;
+        var distanceUnit = "万公里";
+        var a = 0;
+        //普通星球
+        if (currtag >= 0 && currtag <= 6) {
+            distance = this.StarDistnaces[currtag];
+        }
+        //太阳系
+        else if (currtag == 99) {
+            distance = this.StarDistnaces[7];
+        }
+        //银河系
+        else if (currtag == 100) {
+            distance = this.StarDistnaces[8];
+        }
+        a = power / 10000;
+        a = Math.floor(a * 100) / 100;//保留两位小数点
+        distance = distance + a;
+        return distance;
+    },
+
+
+}
+
+window.qiu = {}
+
+//以下为js缓动函数
+window.Tween = {
+    Linear: function (t, b, c, d) {
+        return c * t / d + b;
+    },
+    Quad: {
+        easeIn: function (t, b, c, d) {
+            return c * (t /= d) * t + b;
+        },
+        easeOut: function (t, b, c, d) {
+            return -c * (t /= d) * (t - 2) + b;
+        },
+        easeInOut: function (t, b, c, d) {
+            if ((t /= d / 2) < 1) return c / 2 * t * t + b;
+            return -c / 2 * ((--t) * (t - 2) - 1) + b;
+        }
+    },
+    Cubic: {
+        easeIn: function (t, b, c, d) {
+            return c * (t /= d) * t * t + b;
+        },
+        easeOut: function (t, b, c, d) {
+            return c * ((t = t / d - 1) * t * t + 1) + b;
+        },
+        easeInOut: function (t, b, c, d) {
+            if ((t /= d / 2) < 1) return c / 2 * t * t * t + b;
+            return c / 2 * ((t -= 2) * t * t + 2) + b;
+        }
+    },
+    Quart: {
+        easeIn: function (t, b, c, d) {
+            return c * (t /= d) * t * t * t + b;
+        },
+        easeOut: function (t, b, c, d) {
+            return -c * ((t = t / d - 1) * t * t * t - 1) + b;
+        },
+        easeInOut: function (t, b, c, d) {
+            if ((t /= d / 2) < 1) return c / 2 * t * t * t * t + b;
+            return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
+        }
+    },
+    Quint: {
+        easeIn: function (t, b, c, d) {
+            return c * (t /= d) * t * t * t * t + b;
+        },
+        easeOut: function (t, b, c, d) {
+            return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
+        },
+        easeInOut: function (t, b, c, d) {
+            if ((t /= d / 2) < 1) return c / 2 * t * t * t * t * t + b;
+            return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
+        }
+    },
+    Sine: {
+        easeIn: function (t, b, c, d) {
+            return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;
+        },
+        easeOut: function (t, b, c, d) {
+            return c * Math.sin(t / d * (Math.PI / 2)) + b;
+        },
+        easeInOut: function (t, b, c, d) {
+            return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;
+        }
+    },
+    Expo: {
+        easeIn: function (t, b, c, d) {
+            return (t == 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b;
+        },
+        easeOut: function (t, b, c, d) {
+            return (t == d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b;
+        },
+        easeInOut: function (t, b, c, d) {
+            if (t == 0) return b;
+            if (t == d) return b + c;
+            if ((t /= d / 2) < 1) return c / 2 * Math.pow(2, 10 * (t - 1)) + b;
+            return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;
+        }
+    },
+    Circ: {
+        easeIn: function (t, b, c, d) {
+            return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;
+        },
+        easeOut: function (t, b, c, d) {
+            return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;
+        },
+        easeInOut: function (t, b, c, d) {
+            if ((t /= d / 2) < 1) return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;
+            return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;
+        }
+    },
+    Elastic: {
+        easeIn: function (t, b, c, d, a, p) {
+            if (t == 0) return b;
+            if ((t /= d) == 1) return b + c;
+            if (!p) p = d * .3;
+            if (!a || a < Math.abs(c)) {
+                a = c;
+                var s = p / 4;
+            } else var s = p / (2 * Math.PI) * Math.asin(c / a);
+            return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
+        },
+        easeOut: function (t, b, c, d, a, p) {
+            if (t == 0) return b;
+            if ((t /= d) == 1) return b + c;
+            if (!p) p = d * .3;
+            if (!a || a < Math.abs(c)) {
+                a = c;
+                var s = p / 4;
+            } else var s = p / (2 * Math.PI) * Math.asin(c / a);
+            return (a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b);
+        },
+        easeInOut: function (t, b, c, d, a, p) {
+            if (t == 0) return b;
+            if ((t /= d / 2) == 2) return b + c;
+            if (!p) p = d * (.3 * 1.5);
+            if (!a || a < Math.abs(c)) {
+                a = c;
+                var s = p / 4;
+            } else var s = p / (2 * Math.PI) * Math.asin(c / a);
+            if (t < 1) return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
+            return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;
+        }
+    },
+    Back: {
+        easeIn: function (t, b, c, d, s) {
+            if (s == undefined) s = 1.70158;
+            return c * (t /= d) * t * ((s + 1) * t - s) + b;
+        },
+        easeOut: function (t, b, c, d, s) {
+            if (s == undefined) s = 1.70158;
+            return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;
+        },
+        easeInOut: function (t, b, c, d, s) {
+            if (s == undefined) s = 1.70158;
+            if ((t /= d / 2) < 1) return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b;
+            return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b;
+        }
+    },
+    Bounce: {
+        easeIn: function (t, b, c, d) {
+            return c - Tween.Bounce.easeOut(d - t, 0, c, d) + b;
+        },
+        easeOut: function (t, b, c, d) {
+            if ((t /= d) < (1 / 2.75)) {
+                return c * (7.5625 * t * t) + b;
+            } else if (t < (2 / 2.75)) {
+                return c * (7.5625 * (t -= (1.5 / 2.75)) * t + .75) + b;
+            } else if (t < (2.5 / 2.75)) {
+                return c * (7.5625 * (t -= (2.25 / 2.75)) * t + .9375) + b;
+            } else {
+                return c * (7.5625 * (t -= (2.625 / 2.75)) * t + .984375) + b;
+            }
+        },
+        easeInOut: function (t, b, c, d) {
+            if (t < d / 2) return Tween.Bounce.easeIn(t * 2, 0, c, d) * .5 + b;
+            else return Tween.Bounce.easeOut(t * 2 - d, 0, c, d) * .5 + c * .5 + b;
+        }
+    }
+}

+ 9 - 0
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@@ -0,0 +1,9 @@
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+  "ver": "1.0.5",
+  "uuid": "669fd2bb-d474-44ab-84b6-4e5de73851fa",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 7 - 0
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@@ -0,0 +1,7 @@
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+  "ver": "1.0.1",
+  "uuid": "ec41f12f-1a1f-44aa-89bf-1021312ada46",
+  "isSubpackage": false,
+  "subpackageName": "",
+  "subMetas": {}
+}

+ 7 - 0
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@@ -0,0 +1,7 @@
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+  "subpackageName": "",
+  "subMetas": {}
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+ 7 - 0
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+  "subMetas": {
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+  "wrapMode": "clamp",
+  "filterMode": "bilinear",
+  "premultiplyAlpha": false,
+  "subMetas": {
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+      "rawTextureUuid": "3aa47ba3-68ce-49b8-adab-3fb6d57a7b4c",
+      "trimType": "auto",
+      "trimThreshold": 1,
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+      "offsetY": 0,
+      "trimX": 0,
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