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				@@ -432,7 +432,9 @@ 
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				 		}, 
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				 		beforeDestroy() {}, 
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				 		methods: { 
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				-			...mapMutations(['onWriteBLEConnectionValue', 'onConvertDeviceData', "onSendSocketMessage"]), 
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				+			...mapMutations(['onWriteBLEConnectionValue', 'onConvertDeviceData', "onSendSocketMessage", 
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				+				'jumpIdenModule_onJump6AxisDataUpdate' 
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				+			]), 
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				 			//更新新手状态提示 
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				 			onUpdateTipLevelValue(value) { 
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				 				this.bTipLevel = value; 
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				@@ -440,44 +442,44 @@ 
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				 			onListenActionJump() { 
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				 				let _self = this; 
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				 				console.log("*****************onListenActionHit*****************************"); 
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				-				_self.actionJumpObj = new ActionJump(); 
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				-				_self.actionJumpObj.addEventListener('resultant', (e) => { 
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				-					if (e.type == 'stateDataOfJump') { 
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				-						//发送给game,在game里面处理判断 
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				-						this.listenStateDataOfJump(e); 
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				-					} else if (e.type == 'stop') { 
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				-						console.log("stop"); 
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				-						this.onClearData(); 
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				-						if (this.canOnDraw) { 
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				-							this.canOnDraw = false; 
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				-							// //这里更新特效 
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				-							// this.onDrawEffect(this.canSpawnTemp); 
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				-							this.onDraw("tipHit", true); 
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				-						} 
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				-						if (this.canGoNext) { 
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				-							this.canGoNext = false; 
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				-							// //这里更新特效 
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				-							// this.onDrawEffect(this.canSpawnTemp); 
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				-							//绘制新触发状态 
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				-							this.onDraw("normal", false); 
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				-							setTimeout(() => { 
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				-								this.startJumpGame(); 
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				-							}, 500) 
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				-						} 
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				-						// console.log('stop'); 
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				-						//这里处理生成下一个 
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				-					} else if (e.type == 'log') { 
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				-						if (e.logType == 'normal') { 
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				-							console.log(e.data); 
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				-						} else if (e.logType == 'error') { 
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				-							console.error(e.data); 
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				-						} else if (e.logType == 'warn') { 
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				-							console.warn(e.data); 
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				-						} else if (e.logType == 'socket') { 
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				-							this.onSendSocketMessage(e.data); 
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				-						} 
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				-					} 
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				-				}) 
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				+				// _self.actionJumpObj = new ActionJump(); 
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				+				// _self.actionJumpObj.addEventListener('resultant', (e) => { 
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				+				// 	if (e.type == 'stateDataOfJump') { 
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				+				// 		//发送给game,在game里面处理判断 
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				+				// 		this.listenStateDataOfJump(e); 
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				+				// 	} else if (e.type == 'stop') { 
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				+				// 		console.log("stop"); 
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				+				// 		this.onClearData(); 
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				+				// 		if (this.canOnDraw) { 
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				+				// 			this.canOnDraw = false; 
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				+				// 			// //这里更新特效 
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				+				// 			// this.onDrawEffect(this.canSpawnTemp); 
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				+				// 			this.onDraw("tipHit", true); 
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				+				// 		} 
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				+				// 		if (this.canGoNext) { 
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				+				// 			this.canGoNext = false; 
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				+				// 			// //这里更新特效 
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				+				// 			// this.onDrawEffect(this.canSpawnTemp); 
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				+				// 			//绘制新触发状态 
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				+				// 			this.onDraw("normal", false); 
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				+				// 			setTimeout(() => { 
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				+				// 				this.startJumpGame(); 
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				+				// 			}, 500) 
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				+				// 		} 
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				+				// 		// console.log('stop'); 
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				+				// 		//这里处理生成下一个 
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				+				// 	} else if (e.type == 'log') { 
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				+				// 		if (e.logType == 'normal') { 
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				+				// 			console.log(e.data); 
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				+				// 		} else if (e.logType == 'error') { 
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				+				// 			console.error(e.data); 
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				+				// 		} else if (e.logType == 'warn') { 
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				+				// 			console.warn(e.data); 
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				+				// 		} else if (e.logType == 'socket') { 
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				+				// 			this.onSendSocketMessage(e.data); 
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				+				// 		} 
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				+				// 	} 
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				+				// }) 
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				 			}, 
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				 			//load 相关图片 
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				 			onLoadImage() { 
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				@@ -1361,6 +1363,89 @@ 
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				 				// 	this.eliminateJumpPrefabFormTemp(_tempState); 
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				 				// } 
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				 			}, 
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				+ 
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				+			//监听跳的状态数据 
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				+			jumpIdenModule_listenStateDataOfJump(data) { 
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				+ 
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				+				console.log(JSON.stringify(data)); 
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				+				if (this.spawnArray.length < 3) return; 
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				+				let _jumpType = this.getCurrentJumpType(); 
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				+				//初始全部默认状态 
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				+				let _tempState = [{ 
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				+						jumpName: 'NORMAL', 
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				+						jumpCode: 0, 
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				+						bTrigger: false, 
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				+						describe: '正常跳' 
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				+					}, 
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				+					{ 
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				+						jumpName: 'LEFT', 
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				+						jumpCode: 1, 
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				+						bTrigger: false, 
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				+						describe: '左直跳' 
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				+					}, 
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				+					{ 
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				+						jumpName: 'RIGHT', 
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				+						jumpCode: 2, 
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				+						bTrigger: false, 
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				+						describe: '右直跳' 
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				+					}, 
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				+					{ 
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				+						jumpName: 'LEFT_ROTATE', 
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				+						jumpCode: 3, 
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				+						bTrigger: false, 
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				+						describe: '左旋转跳' 
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				+					}, 
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				+					{ 
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				+						jumpName: 'RIGHT_ROTATE', 
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				+						jumpCode: 4, 
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				+						bTrigger: false, 
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				+						describe: '右旋转跳' 
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				+					} 
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				+				]; 
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				+ 
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				+				let _rotateLimit = 4; 
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				+				let _jumpLimit = 0; 
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				+ 
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				+				switch (_jumpType) { 
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				+					case 0: 
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				+						//JumpType.NORMAL = 0 
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				+						if (data.tag === 0) { 
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				+							_tempState[0].bTrigger = true; 
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				+						} 
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				+						this.eliminateJumpPrefabFormTemp(_tempState); 
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				+						break; 
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				+					case 1: 
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				+						if (data.tag === 2) { 
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				+							//left jump 
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				+							_tempState[1].bTrigger = true; 
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				+						} 
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				+						this.eliminateJumpPrefabFormTemp(_tempState); 
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				+						break; 
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				+					case 2: 
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				+						if (data.tag === 1) { 
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				+							//right jump 
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				+							_tempState[2].bTrigger = true; 
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				+						} 
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				+						this.eliminateJumpPrefabFormTemp(_tempState); 
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				+						break; 
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				+					case 4: 
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				+						if (data.tag === 3) { 
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				+							_tempState[4].bTrigger = true; 
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				+						} 
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				+						this.eliminateJumpPrefabFormTemp(_tempState); 
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				+						break; 
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				+					case 3: 
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				+						if (data.tag === 4) { 
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				+							_tempState[3].bTrigger = true; 
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				+						} 
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				+						this.eliminateJumpPrefabFormTemp(_tempState); 
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				+						break; 
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				+					default: 
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				+						console.log('没有对应的_jumpType', _jumpType); 
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				+						break; 
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				+				} 
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				+			}, 
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				+ 
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				 			eliminateJumpPrefabFormTemp(_tempState) { 
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				 				//只触发第三个 
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				 				if (this.spawnArray.length < 3) { 
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				@@ -1397,16 +1482,32 @@ 
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				 					} 
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				 					//成功 
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				 					this.setEliminationCount(1); 
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				+ 
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				+					//去除原本算法后添加 start 
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				+					console.log("stop"); 
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				+					this.onClearData(); 
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				+					//去除原本算法后添加 end 
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				 					//替换数组 
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				 					// console.log(this.index + " == " + this.spawnArray.length); 
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				 					if (this.spawnArray.length < 3 && this.index > 3) { 
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				 						clearInterval(this.countdownInterval); 
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				 						this.countdownInterval = null; 
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				 						//绘制新触发状态 
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				-						this.canGoNext = true; 
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				+						//this.canGoNext = true; //去除jumpAction注销 
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				+ 
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				+						//去除原本算法后添加 start 
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				+						this.onDraw("normal", false); 
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				+						setTimeout(() => { 
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				+							this.startJumpGame(); 
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				+						}, 500) 
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				+						//去除原本算法后添加 end 
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				 					} else { 
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				 						//绘制新触发状态 
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				-						this.canOnDraw = true; 
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				+						// this.canOnDraw = true; //去除jumpAction注销 
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				+ 
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				+						//去除原本算法后添加 start 
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				+						this.onDraw("tipHit", true); 
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				+						//去除原本算法后添加 end 
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				 					} 
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				 				} else { 
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				| 
					
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				@@ -1425,6 +1526,26 @@ 
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				 			onBLERopeUpdate(gameData) { 
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				 				if (!this.bJumpPlay || this.isGameOver || this.spawnAnimation != null) return; 
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				+ 
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				+				//调用识别算法 
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				+				this.jumpIdenModule_onJump6AxisDataUpdate({ 
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				+					data: { 
			 | 
		
	
		
			
				 | 
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				+						hex: gameData.hex 
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				+					}, 
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				+					callback: (res) => { 
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				 | 
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				+						if (res.code == 0) { 
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				 | 
				 | 
			
			
				+							if (res.tag != -1) { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+								this.jumpIdenModule_listenStateDataOfJump(res); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+								uni.showToast({ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+									title: res.tag + ',' + res.msg, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+									icon: 'none', 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+									duration: 1000, 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+									mask: true 
			 | 
		
	
		
			
				 | 
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				+								}) 
			 | 
		
	
		
			
				 | 
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				+							} 
			 | 
		
	
		
			
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				+						} 
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				+					} 
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				+				}); 
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				 				//********陀螺仪角速度******** 
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				 				let { 
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				 					gx, 
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				@@ -1454,36 +1575,36 @@ 
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				 				let linear_acceleration_y = _az - this.zA; 
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				 				let linear_acceleration_z = _ay - this.yA; 
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				-				let _temp = { 
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				-					linearAcc: { 
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				-						lAccX: linear_acceleration_x, 
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				-						lAccY: linear_acceleration_y, 
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				-						lAccZ: linear_acceleration_z 
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				-					}, //gameData.acc, 
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				-					oriAcc: { 
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				-						oAccX: _ax, 
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				-						oAccY: _ay, 
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				-						oAccZ: _az 
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				-					}, 
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				-					gravityAcc: { 
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				-						gravityX: this.xA, 
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				-						gravityY: this.yA, 
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				-						gravityZ: this.zA 
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				-					}, 
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				-					bLimitRebound: false, 
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				-					resultant: Math.sqrt(_ax * _ax + 
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				-						_ay * _ay + _az * _az), 
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				-					runIndex: this.BLEAccIndex, 
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				-					//陀螺仪 
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				-					oriGyro: { 
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				-						oGyroX: gx, 
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				-						oGyroY: gy, 
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				-						oGyroZ: gz 
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				-					}, 
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				-					//输入当前轴,旧设备使用Y轴,即为true 
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				-					bYAxis: this.bOldDeviceType ? true : false, 
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				-				}; 
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				-				this.actionJumpObj.updateJump(_temp); 
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				+				// let _temp = { 
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				+				// 	linearAcc: { 
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				+				// 		lAccX: linear_acceleration_x, 
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				+				// 		lAccY: linear_acceleration_y, 
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				+				// 		lAccZ: linear_acceleration_z 
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				+				// 	}, //gameData.acc, 
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				+				// 	oriAcc: { 
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				+				// 		oAccX: _ax, 
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				+				// 		oAccY: _ay, 
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				+				// 		oAccZ: _az 
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				+				// 	}, 
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				+				// 	gravityAcc: { 
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				+				// 		gravityX: this.xA, 
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				+				// 		gravityY: this.yA, 
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				+				// 		gravityZ: this.zA 
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				+				// 	}, 
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				+				// 	bLimitRebound: false, 
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				+				// 	resultant: Math.sqrt(_ax * _ax + 
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				+				// 		_ay * _ay + _az * _az), 
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				+				// 	runIndex: this.BLEAccIndex, 
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				+				// 	//陀螺仪 
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				+				// 	oriGyro: { 
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				+				// 		oGyroX: gx, 
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				+				// 		oGyroY: gy, 
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				+				// 		oGyroZ: gz 
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				+				// 	}, 
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				+				// 	//输入当前轴,旧设备使用Y轴,即为true 
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				+				// 	bYAxis: this.bOldDeviceType ? true : false, 
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				+				// }; 
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				+				//this.actionJumpObj.updateJump(_temp); 
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				 				this.BLEAccIndex++; 
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				 			}, 
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				 			onClearData() { 
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