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							- <template>
 
- 	<view style="width: 750rpx;">
 
- 		<view class="flex justify-center" style="margin-top: 32rpx;">
 
- 			<!-- 目前格子数量不代表数字,显示完成度而已 -->
 
- 			<view class="grid-progress-vertical-container" style="top:-460rpx; ">
 
- 				<view class="grid-progress-vertical-bar">
 
- 					<view class="grid-progress-vertical-child" v-for="(item, index) in maxShowCount +1" :key="index"
 
- 						v-if="index!==0">
 
- 						<view
 
- 							:class="showCurCount>=index? 'grid-progress-vertical-active':'grid-progress-vertical-inactive'">
 
- 						</view>
 
- 						<view :class="(index%5 == 0||index == 1)?'':'grid-progress-text-hidden'"
 
- 							class="grid-progress-vertical-text">
 
- 							{{Math.floor(taskSignCount / 40 * index)}}
 
- 						</view>
 
- 					</view>
 
- 				</view>
 
- 				<view class="grid-progress-vertical-bar">
 
- 					<view class="grid-progress-vertical-child" v-for="(item, index) in maxShowCount +1" :key="index"
 
- 						v-if="index!==0">
 
- 						<view :class="(index%5 == 0||index == 1)?'':'grid-progress-text-hidden'"
 
- 							class="grid-progress-vertical-text">
 
- 							{{Math.floor(taskSignCount / 40 * index)+taskSignCount/2}}
 
- 						</view>
 
- 						<view
 
- 							:class="showCurCount>=index+20? 'grid-progress-vertical-active':'grid-progress-vertical-inactive'">
 
- 						</view>
 
- 					</view>
 
- 				</view>
 
- 			</view>
 
- 			<view class="flex justify-center align-center" style="height: 100rpx; width: 444rpx; ">
 
- 				<view class="text-12px text-white text-center">
 
- 					{{taskDescribe}}
 
- 				</view>
 
- 			</view>
 
- 		</view>
 
- 		<canvas canvas-id="actionJumpCanvas" :style="{ width: canvasW + 'px', height: canvasH + 'px' }"></canvas>
 
- 		<view class="flex align-center justify-center" style="font-size: 14px;">
 
- 			<view style="position: relative;">
 
- 				<image style="width: 135px;height: 75px;" src="../../../static/modal/action-jump/Fill.png"></image>
 
- 				<view class="mid-absolute flex flex-direction align-center justify-center text-white">
 
- 					<view class="flex align-center">
 
- 						<image style="width: 22rpx;height: 28rpx;"
 
- 							src="../../../static/modal/action-jump/jumpSpeed.png"></image>
 
- 						<view style="margin-left: 6rpx;">平均速度</view>
 
- 					</view>
 
- 					<view style="margin-top: 12rpx;">{{jumpSpeed}}</view>
 
- 				</view>
 
- 			</view>
 
- 			<view id="ActionJumpPlay" class="flex" style="position: relative;" @click="onControllerPlay">
 
- 				<image style="width: 110px;height: 110px;" src="../../../static/modal/action-jump/midButton.png">
 
- 				</image>
 
- 				<image v-if="!bJumpPlay" class="mid-absolute" style=" width: 28rpx;height: 28rpx;"
 
- 					src="../../../static/modal/action-jump/midPlay.png">
 
- 				</image>
 
- 				<image v-else class="mid-absolute" style="width: 28rpx;height: 28rpx;"
 
- 					src="../../../static/modal/action-jump/midPause.png">
 
- 				</image>
 
- 			</view>
 
- 			<view style="position: relative;">
 
- 				<image style="width: 135px;height: 75px; transform: scaleX(-1);"
 
- 					src="../../../static/modal/action-jump/Fill.png"></image>
 
- 				<view class="mid-absolute flex flex-direction align-center justify-center text-white">
 
- 					<view class="flex align-center">
 
- 						<image style="width: 22rpx;height: 28rpx;"
 
- 							src="../../../static/modal/action-jump/jumpCalorie.png"></image>
 
- 						<view style="margin-left: 6rpx;">卡路里</view>
 
- 					</view>
 
- 					<view style="margin-top: 12rpx;">{{jumpCalorie}}</view>
 
- 				</view>
 
- 			</view>
 
- 		</view>
 
- 		<!-- <view style="height: 41px;"></view> -->
 
- 		<!-- 测试按钮 -->
 
- 		<!-- 	<view style="display: flex;justify-content: space-between;">
 
- 			<view>{{isY?'Y':'X'}}</view>
 
- 			<button @click="onChangeY">Y为旋转轴</button>
 
- 			<button @click="onChangeX">X为旋转轴</button>
 
- 		</view> -->
 
- 		<!-- <view style="display: flex;justify-content: space-between;" class="margin-top margin-bottom">
 
- 			<button @click="onJumpType(0)">jump</button>
 
- 			<button @click="onJumpType(1)">left</button>
 
- 			<button @click="onJumpType(2)">right</button>
 
- 			<button @click="onJumpType(3)">rLeft</button>
 
- 			<button @click="onJumpType(4)">rRight</button>
 
- 		</view> -->
 
- 		<!-- <view style="display: flex;justify-content: space-around; padding-bottom: 100rpx;">
 
- 			<view style="font-size: 14px;">t:{{countdown}}</view>
 
- 			<view style="font-size: 14px;">e:{{eliminationCount}}</view>
 
- 			<view style="font-size: 14px;">f:{{faultCount}}</view>
 
- 		</view> -->
 
- 	</view>
 
- </template>
 
- <script>
 
- 	import ActionJump from "@/util/util-js/action/jump-0.1.js"
 
- 	import {
 
- 		CONDITIONPASSED
 
- 	} from "@/util/util-js/enum.js"
 
- 	import {
 
- 		mapMutations
 
- 	} from 'vuex';
 
- 	export default {
 
- 		components: {
 
- 		},
 
- 		props: {
 
- 			showTime: {
 
- 				type: Number,
 
- 				default: 0
 
- 			},
 
- 			levelData: {
 
- 				type: Object,
 
- 				default: null
 
- 			},
 
- 			currentMode: {
 
- 				type: String,
 
- 				default: ''
 
- 			}
 
- 		},
 
- 		data() {
 
- 			return {
 
- 				isY: true,
 
- 				canvasW: 0, // 画布宽
 
- 				canvasH: 0, // 画布高
 
- 				SystemInfo: {}, // 设备信息
 
- 				directionJump: null,
 
- 				midJump: null,
 
- 				rotateJump: null,
 
- 				directionJumpWhite: null,
 
- 				midJumpWhite: null,
 
- 				rotateJumpWhite: null,
 
- 				//参考图片
 
- 				cankao: null,
 
- 				jumpTipImage: null,
 
- 				jumpNormalImage: null,
 
- 				jumpTypeArray: [{
 
- 					jumpName: 'NORMAL',
 
- 					jumpCode: 0,
 
- 					icon: 'midJump',
 
- 					scaleX: 1,
 
- 					bTrigger: false,
 
- 				}, {
 
- 					jumpName: 'LEFT',
 
- 					jumpCode: 1,
 
- 					icon: 'directionJump',
 
- 					scaleX: -1,
 
- 					bTrigger: false,
 
- 				}, {
 
- 					jumpName: 'RIGHT',
 
- 					jumpCode: 2,
 
- 					icon: 'directionJump',
 
- 					scaleX: 1,
 
- 					bTrigger: false,
 
- 				}, {
 
- 					jumpName: 'LEFT_ROTATE',
 
- 					jumpCode: 3,
 
- 					icon: 'rotateJump',
 
- 					scaleX: -1,
 
- 					bTrigger: false,
 
- 				}, {
 
- 					jumpName: 'RIGHT_ROTATE',
 
- 					jumpCode: 4,
 
- 					icon: 'rotateJump',
 
- 					scaleX: 1,
 
- 					bTrigger: false,
 
- 				}],
 
- 				spawnArray: [],
 
- 				//下一个生成是相反的方向
 
- 				bNextSpawnRightDirection: false,
 
- 				bNextSpawnRightRotateDirection: false,
 
- 				//生成预制的模板,用count 来判断生成哪一种
 
- 				template: [{ //原地
 
- 					count: 1,
 
- 					spawnList: [
 
- 						[0]
 
- 					]
 
- 				}, {
 
- 					count: 2,
 
- 					spawnList: [
 
- 						[2, 1],
 
- 						[1, 2],
 
- 						[3, 4],
 
- 						[4, 3]
 
- 					]
 
- 				}, {
 
- 					count: 3,
 
- 					spawnList: [
 
- 						[2, 0, 1],
 
- 						[1, 0, 2],
 
- 						[3, 0, 4],
 
- 						[4, 0, 3]
 
- 					]
 
- 				}, ],
 
- 				level: 3,
 
- 				levelType: 0,
 
- 				countdown: 60,
 
- 				countdownInterval: null,
 
- 				faultCount: 0,
 
- 				eliminationCount: 0,
 
- 				bJumpPlay: false,
 
- 				jumpCalorie: 1000,
 
- 				jumpSpeed: 1000,
 
- 				//硬件设备处理
 
- 				BLEAccIndex: 0,
 
- 				bJump: false,
 
- 				xA: 0,
 
- 				yA: 0,
 
- 				zA: 0,
 
- 				actionJumpObj: null,
 
- 				/**
 
- 				 * 交互数据处理
 
- 				 */
 
- 				//当前选择的关卡信息
 
- 				selfLevelData: null,
 
- 				// 双人模式下 数据
 
- 				//标记块数量
 
- 				taskSignCount: 0, //总数
 
- 				taskSignCurCount: 0, //当前计数
 
- 				//{"type":1,"explain":"规定时间内跳完所有标志块","limitType":1}
 
- 				taskConditionPassed: null,
 
- 				taskDescribe: '',
 
- 				//满格的数值是 25
 
- 				maxShowCount: 20,
 
- 				addShowCountUnit: 0,
 
- 				showCurCount: 0,
 
- 				roundingCount: 0,
 
- 				//游戏结束
 
- 				isGameOver: false,
 
- 				//pk模式下操作
 
- 				leftShowCurCount: 0,
 
- 				rightShowCurCount: 0,
 
- 				isleftPlayer: true,
 
- 				/**
 
- 				 * 是否允许绘制
 
- 				 */
 
- 				canOnDraw: false,
 
- 				/**
 
- 				 * 是否去到下一个关卡
 
- 				 */
 
- 				canGoNext: false,
 
- 				
 
- 				onLogData:'',
 
- 			}
 
- 		},
 
- 		watch: {
 
- 			levelData(val) {
 
- 				//更新数据
 
- 				// console.log("levelData ============>", JSON.stringify(val));
 
- 				if (val) {
 
- 					this.taskSignCount = val.signCount;
 
- 					this.taskConditionPassed = val.conditionPassed;
 
- 					this.taskDescribe = val.describe;
 
- 					this.addShowCountUnit = (this.maxShowCount * 2) / this.taskSignCount;
 
- 					// console.log("this.addShowCountUnit:", this.addShowCountUnit, this.maxShowCount * 2, this
 
- 					// 	.taskSignCount);
 
- 					this.showCount = 0;
 
- 					//用signType 做等级类型
 
- 					this.levelType = val.signType;
 
- 					console.log(JSON.stringify(this.taskConditionPassed));
 
- 				}
 
- 			},
 
- 			currentMode(val) {
 
- 				console.log('==========> action jump currentMode:', val);
 
- 			}
 
- 		},
 
- 		created() {
 
- 			let _self = this;
 
- 			this.actionJumpCanvas = uni.createCanvasContext("actionJumpCanvas", this);
 
- 			// console.log("this.actionJumpCanvas:", this.actionJumpCanvas);
 
- 			this.SystemInfo = uni.getSystemInfoSync();
 
- 			this.canvasW = this.SystemInfo.windowWidth; // 画布宽度
 
- 			this.canvasH = 114;
 
- 			this.onLoadImage();
 
- 			
 
- 			setTimeout(()=>{
 
- 				this.onListenActionJump();
 
- 			},2000)
 
- 			// console.log('==========>1 action jump currentMode:', this.currentMode);
 
- 		},
 
- 		methods: {
 
- 			...mapMutations(['onWriteBLEConnectionValue', 'onConvertDeviceData']),
 
- 			onListenActionJump() {
 
- 				let _self = this;
 
- 				console.log("*****************onListenActionJump*****************************");
 
- 				_self.actionJumpObj = new ActionJump();
 
- 				_self.actionJumpObj.addEventListener('resultant', (e) => {
 
- 					if (e.type == 'jump') {
 
- 						// this.jumpCount++;
 
- 						this.bJump = true;
 
- 					} else if (e.type == 'stateDataOfJump') {
 
- 						//发送给game,在game里面处理判断
 
- 						this.listenStateDataOfJump(e);
 
- 					} else if (e.type == 'stop') {
 
- 						this.onClearData();
 
- 						this.actionJumpObj.resetAll();
 
- 						if (this.canOnDraw) {
 
- 							this.canOnDraw = false;
 
- 							this.onDraw("tipHit");
 
- 						}
 
- 						if (this.canGoNext) {
 
- 							this.canGoNext = false;
 
- 							this.startJumpGame();
 
- 						}
 
- 						// console.log('stop');
 
- 						//这里处理生成下一个
 
- 					}
 
- 				})
 
- 			},
 
- 			//load 相关图片
 
- 			onLoadImage() {
 
- 				let _self = this;
 
- 				uni.getImageInfo({
 
- 					src: "../../../static/modal/action-jump/directionJump.png",
 
- 					success: function(image) {
 
- 						_self.directionJump = image;
 
- 					}
 
- 				});
 
- 				uni.getImageInfo({
 
- 					src: "../../../static/modal/action-jump/midJump.png",
 
- 					success: function(image) {
 
- 						_self.midJump = image;
 
- 					}
 
- 				});
 
- 				uni.getImageInfo({
 
- 					src: "../../../static/modal/action-jump/rotateJump.png",
 
- 					success: function(image) {
 
- 						_self.rotateJump = image;
 
- 					}
 
- 				});
 
- 				uni.getImageInfo({
 
- 					src: "../../../static/modal/action-jump/directionJumpWhite.png",
 
- 					success: function(image) {
 
- 						_self.directionJumpWhite = image;
 
- 					}
 
- 				});
 
- 				uni.getImageInfo({
 
- 					src: "../../../static/modal/action-jump/midJumpWhite.png",
 
- 					success: function(image) {
 
- 						_self.midJumpWhite = image;
 
- 					}
 
- 				});
 
- 				uni.getImageInfo({
 
- 					src: "../../../static/modal/action-jump/rotateJumpWhite.png",
 
- 					success: function(image) {
 
- 						_self.rotateJumpWhite = image;
 
- 					}
 
- 				});
 
- 				uni.getImageInfo({
 
- 					src: "../../../static/modal/action-jump/jumpTip.png",
 
- 					success: function(image) {
 
- 						_self.jumpTipImage = image;
 
- 					}
 
- 				});
 
- 				uni.getImageInfo({
 
- 					src: "../../../static/modal/action-jump/jumpNormal.png",
 
- 					success: function(image) {
 
- 						_self.jumpNormalImage = image;
 
- 						_self.onDrawBg();
 
- 					}
 
- 				});
 
- 				uni.getImageInfo({
 
- 					src: "../../../static/modal/action-jump/cankao.png",
 
- 					success: function(image) {
 
- 						_self.cankao = image;
 
- 					}
 
- 				});
 
- 			},
 
- 			/**
 
- 			 * 重置生成数组,重置倒计时
 
- 			 */
 
- 			resetJumpGame() {
 
- 				this.spawnArray = [];
 
- 				if (this.countdownInterval) {
 
- 					clearInterval(this.countdownInterval);
 
- 					this.countdownInterval = null;
 
- 				}
 
- 				// this.resetCountdown(60);
 
- 			},
 
- 			startJumpGame() {
 
- 				this.isGameOver = false;
 
- 				this.resetJumpGame();
 
- 				//开始游戏
 
- 				this.index = 0;
 
- 				// this.levelLabel.string = '关卡' + this.level;
 
- 				let _ranType = Math.floor(Math.random() * 2);
 
- 				if (this.levelType == 0) {
 
- 					//随便生成一组跳的数据
 
- 					let _spawnList = this.template[0].spawnList;
 
- 					for (let i = 0; i < 4; i++) {
 
- 						this.spawnJumpPrefabsFromType(i, _spawnList[0][0]);
 
- 					}
 
- 				} else if (this.levelType == 1) {
 
- 					//生成一组 左跳右跳
 
- 					let _spawnList = this.template[1].spawnList;
 
- 					let ran = Math.floor(Math.random() * 2);
 
- 					// if (_ranType >= 1) ran += 2;
 
- 					for (let i = 0; i < _spawnList[ran].length; i++) {
 
- 						this.spawnJumpPrefabsFromType(i, _spawnList[ran][i]);
 
- 					}
 
- 				} else if (this.levelType == 2) {
 
- 					//生成一组 左跳右跳原地
 
- 					let _spawnList = this.template[2].spawnList;
 
- 					let ran = Math.floor(Math.random() * 2);
 
- 					// if (_ranType >= 1) ran += 2;
 
- 					for (let i = 0; i < _spawnList[ran].length; i++) {
 
- 						this.spawnJumpPrefabsFromType(i, _spawnList[ran][i]);
 
- 					}
 
- 				} else if (this.levelType == 3) {
 
- 					//生成一组 左旋跳右旋跳
 
- 					let _spawnList = this.template[1].spawnList;
 
- 					let ran = Math.floor(Math.random() * 2) + 2;
 
- 					for (let i = 0; i < _spawnList[ran].length; i++) {
 
- 						this.spawnJumpPrefabsFromType(i, _spawnList[ran][i]);
 
- 					}
 
- 				} else if (this.levelType == 4) {
 
- 					//生成一组 左旋跳右旋跳
 
- 					let _spawnList = this.template[2].spawnList;
 
- 					let ran = Math.floor(Math.random() * 2) + 2;
 
- 					for (let i = 0; i < _spawnList[ran].length; i++) {
 
- 						this.spawnJumpPrefabsFromType(i, _spawnList[ran][i]);
 
- 					}
 
- 				} else if (this.levelType == 5) {
 
- 					//随便生成三组数据
 
- 					let _newArray = [];
 
- 					// let _spawnList1 = this.template[1].spawnList;
 
- 					// let ran1 = Math.floor(Math.random() * 2);
 
- 					// _newArray = _newArray.concat(_spawnList1[ran1]);
 
- 					let _spawnList2 = this.template[2].spawnList;
 
- 					let ran2 = Math.floor(Math.random() * 2);
 
- 					let ran3 = Math.floor(Math.random() * 2);
 
- 					if (_ranType >= 1) {
 
- 						ran2 += 2;
 
- 						ran3 += 2;
 
- 					}
 
- 					_newArray = _newArray.concat(_spawnList2[ran2]);
 
- 					_newArray = _newArray.concat(_spawnList2[ran3]);
 
- 					for (let i = 0; i < _newArray.length; i++) {
 
- 						this.spawnJumpPrefabsFromType(i, _newArray[i]);
 
- 					}
 
- 					//todo 暂时给循环
 
- 					this.level = 0;
 
- 				}
 
- 				//  if (this.level == 2) {
 
- 				// 	//随便生成二组数据
 
- 				// 	let _newArray = [];
 
- 				// 	let _spawnList1 = this.template[1].spawnList;
 
- 				// 	let ran1 = Math.floor(Math.random() * 2);
 
- 				// 	_newArray = _newArray.concat(_spawnList1[ran1]);
 
- 				// 	let _spawnList2 = this.template[2].spawnList;
 
- 				// 	let ran2 = Math.floor(Math.random() * 2);
 
- 				// 	if (_ranType >= 1) ran2 += 2;
 
- 				// 	_newArray = _newArray.concat(_spawnList2[ran2]);
 
- 				// 	// console.log(_newArray);
 
- 				// 	for (let i = 0; i < _newArray.length; i++) {
 
- 				// 		this.spawnJumpPrefabsFromType(i, _newArray[i]);
 
- 				// 	}
 
- 				// }
 
- 				this.level++;
 
- 				//倒计时
 
- 				// this.countdownInterval = setInterval(() => {
 
- 				// 	if (this.countdown <= 0) {
 
- 				// 		clearInterval(this.countdownInterval);
 
- 				// 		this.countdownInterval = null;
 
- 				// 		//处理下一个关卡
 
- 				// 		// console.warn('时间到,处理下一个关卡');
 
- 				// 		this.startJumpGame();
 
- 				// 		return;
 
- 				// 	}
 
- 				// 	this.setCountdown(1);
 
- 				// }, 1000);
 
- 				this.onDraw("tipHit");
 
- 			},
 
- 			spawnJumpPrefabsFromType(index, _jumpType) {
 
- 				//todo 生成的节点,后面再处理节奏问题。比如生成顺序
 
- 				for (let i = 0; i < this.jumpTypeArray.length; i++) {
 
- 					if (this.jumpTypeArray[i].jumpCode == _jumpType) {
 
- 						let _jumpPrefab = Object.assign({}, this.jumpTypeArray[i]);
 
- 						this.spawnArray.push(_jumpPrefab);
 
- 						break;
 
- 					}
 
- 				}
 
- 			},
 
- 			spawnJumpPrefabs(index) {
 
- 				let ran = Math.floor(Math.random() * 5);
 
- 				//todo 生成的节点,后面再处理节奏问题。比如生成顺序
 
- 				let _jumpPrefab = Object.assign({}, this.jumpTypeArray[ran]);
 
- 				//这里处理相反方向,比如生成了一个左旋转,下一个右旋转
 
- 				if (_jumpPrefab.jumpName == 'LEFT') {
 
- 					if (this.bNextSpawnRightDirection) {
 
- 						//如果是对应的需要记录一个对应的准确值
 
- 						this.bNextSpawnRightDirection = false;
 
- 					} else {
 
- 						ran = 2; //RIGHT;
 
- 						this.bNextSpawnRightDirection = true;
 
- 					}
 
- 				} else if (_jumpPrefab.jumpName == 'RIGHT') {
 
- 					if (this.bNextSpawnRightDirection) {
 
- 						ran = 1; //LEFT;
 
- 						this.bNextSpawnRightDirection = false;
 
- 					} else {
 
- 						this.bNextSpawnRightDirection = true;
 
- 					}
 
- 				}
 
- 				if (_jumpPrefab.jumpName == 'LEFT_ROTATE') {
 
- 					if (this.bNextSpawnRightRotateDirection) {
 
- 						//如果是对应的需要记录一个对应的准确值
 
- 						this.bNextSpawnRightRotateDirection = false;
 
- 					} else {
 
- 						ran = 4; //RIGHT_ROTATE;
 
- 						this.bNextSpawnRightRotateDirection = true;
 
- 					}
 
- 					// console.log('l==rotate', ran);
 
- 				} else if (_jumpPrefab.jumpName == 'RIGHT_ROTATE') {
 
- 					if (this.bNextSpawnRightRotateDirection) {
 
- 						ran = 3; //LEFT_ROTATE;
 
- 						this.bNextSpawnRightRotateDirection = false;
 
- 					} else {
 
- 						//如果是对应的需要记录一个对应的准确值
 
- 						this.bNextSpawnRightRotateDirection = true;
 
- 					}
 
- 				}
 
- 				this.spawnArray.push(_jumpPrefab);
 
- 			},
 
- 			//单纯的绘制八个背景
 
- 			onDrawBg() {
 
- 				this.actionJumpCanvas.clearRect(0, 0, this.canvasW, this.canvasH);
 
- 				let _currentBgStartX = this.canvasW / 2;
 
- 				let count = 4;
 
- 				for (let i = 0; i < count; i++) {
 
- 					let _currentStartPos = _currentBgStartX - i * 50 - 50;
 
- 					this.actionJumpCanvas.drawImage(this.jumpNormalImage.path, _currentStartPos, 0, 50, 114);
 
- 					let _currentEndPos = _currentBgStartX + i * 50;
 
- 					this.actionJumpCanvas.drawImage(this.jumpNormalImage.path, _currentEndPos, 0, 50, 114);
 
- 				}
 
- 				this.actionJumpCanvas.draw();
 
- 			},
 
- 			onDraw(type) {
 
- 				this.actionJumpCanvas.clearRect(0, 0, this.canvasW, 114);
 
- 				//计算一个对象
 
- 				let _drawObj = {
 
- 					path: null,
 
- 					startX: 0,
 
- 					width: 0,
 
- 					bgWidth: 0,
 
- 					bgStartXAllNormal: 0,
 
- 					bgStartXHasTip: 0,
 
- 				}
 
- 				//计算居中的点
 
- 				_drawObj.width = this.spawnArray.length * (50 + 10);
 
- 				_drawObj.startX = this.canvasW / 2 - _drawObj.width / 2;
 
- 				//全部是普通背景
 
- 				_drawObj.bgStartXAllNormal = this.canvasW / 2 - (this.spawnArray.length * 50) / 2;
 
- 				_drawObj.bgStartXHasTip = this.canvasW / 2 - (this.spawnArray.length * 50 + 40) / 2;
 
- 				let _currentBgStartX = this.index == this.spawnArray.length || type == "normal" ? _drawObj
 
- 					.bgStartXAllNormal : _drawObj
 
- 					.bgStartXHasTip;
 
- 				// console.log("_drawObj.startX:", _drawObj.startX, _drawObj.width / 2);
 
- 				//绘制八个位置。如果生成数量不够的话。补上对应的数量
 
- 				let count = 8 - this.spawnArray.length;
 
- 				count = Math.ceil(count / 2);
 
- 				//计算一个节点数组
 
- 				for (let i = 0; i < this.spawnArray.length; i++) {
 
- 					//默认 mid 图标
 
- 					let _temp = this.spawnArray[i].bTrigger ? this.midJump : this.midJumpWhite;
 
- 					if (this.spawnArray[i].icon == 'directionJump') {
 
- 						_temp = this.spawnArray[i].bTrigger ? this.directionJump : this.directionJumpWhite;
 
- 					} else if (this.spawnArray[i].icon == 'rotateJump') {
 
- 						_temp = this.spawnArray[i].bTrigger ? this.rotateJump : this.rotateJumpWhite;
 
- 					}
 
- 					//如果是相反绘制,需要加多一个自身位置偏移
 
- 					let _pos = this.spawnArray[i].scaleX < 0 ? i + 1 : i;
 
- 					let _spacing = i == 0 ? 0 : 1;
 
- 					let _addData = 0;
 
- 					//大图提示后面要加上大图占的位置,为大图宽度减小图( 90 - 50 )
 
- 					if (i >= this.index && type !== "normal") {
 
- 						_addData = 40;
 
- 					}
 
- 					if (i == 0) {
 
- 						//_frontBgData 为减去大图位置,10 为偏移位置
 
- 						let _frontBgData = 40;
 
- 						//绘制前背景
 
- 						for (let i = 0; i < count; i++) {
 
- 							let _currentStartPos = _currentBgStartX - _frontBgData - i * 50 - 10;
 
- 							this.actionJumpCanvas.drawImage(this.jumpNormalImage.path, _currentStartPos, 0, 50, 114)
 
- 						}
 
- 					}
 
- 					this.actionJumpCanvas.save();
 
- 					this.actionJumpCanvas.globalAlpha = this.spawnArray[i].bTrigger ? 0.7 : 1;
 
- 					this.actionJumpCanvas.scale(this.spawnArray[i].scaleX, 1);
 
- 					let _currentPos = 0;
 
- 					let _currentCenterPos = 0;
 
- 					if (i == this.index && type !== "normal") {
 
- 						_currentPos = (_currentBgStartX + _pos * 90 - i * 40) *
 
- 							this
 
- 							.spawnArray[i]
 
- 							.scaleX;
 
- 						this.actionJumpCanvas.drawImage(this.jumpTipImage.path, _currentPos, 0, 90, 114);
 
- 						//计算对应中心点的值
 
- 						_currentCenterPos = _currentPos + 90 / 2 - 25 / 2;
 
- 						//57 - 40/2 是取画布中心y点,减去图标本身高的一半的值
 
- 						this.actionJumpCanvas.drawImage(_temp.path, _currentCenterPos - 7.5, 37, 40, 40);
 
- 					} else {
 
- 						_currentPos = (_currentBgStartX + _addData + _pos *
 
- 								50) * this
 
- 							.spawnArray[i]
 
- 							.scaleX;
 
- 						this.actionJumpCanvas.drawImage(this.jumpNormalImage.path, _currentPos, 0, 50, 114)
 
- 						//计算对应中心点的值
 
- 						_currentCenterPos = _currentPos + 50 / 2 - 25 / 2;
 
- 						//44.5 是取画布中心y点,减去图标本身高的一半的值
 
- 						this.actionJumpCanvas.drawImage(_temp.path, _currentCenterPos, 44.5, 25, 25);
 
- 					}
 
- 					this.actionJumpCanvas.restore();
 
- 					if (i == this.spawnArray.length - 1) {
 
- 						//绘制结束位置
 
- 						// console.log("count:", count);
 
- 						for (let i = 0; i < count; i++) {
 
- 							let _currentEndPos = _currentBgStartX + _addData + (this.spawnArray.length + i) * 50;
 
- 							// console.log("end _currentEndPos:", _currentEndPos);
 
- 							this.actionJumpCanvas.drawImage(this.jumpNormalImage.path, _currentEndPos, 0, 50, 114)
 
- 						}
 
- 					}
 
- 				}
 
- 				this.actionJumpCanvas.draw();
 
- 			},
 
- 			onClear() {
 
- 				this.resetJumpGame();
 
- 				this.onDrawBg();
 
- 				this.xA = 0;
 
- 				this.yA = 0;
 
- 				this.zA = 0;
 
- 				this.bJump = false;
 
- 				this.actionJumpObj.resetAll();
 
- 			},
 
- 			onJumpType(event) {
 
- 				// console.log("onJumpType:", event);
 
- 				if (this.isGameOver || !this.bJumpPlay) return;
 
- 				this.eliminateJumpPrefab(event);
 
- 			},
 
- 			// update (dt) {}
 
- 			eliminateJumpPrefab(_jumpType) {
 
- 				let _temp = this.spawnArray[this.index];
 
- 				//如果当前的跳类型和预制目标一样
 
- 				if (_jumpType == _temp.jumpCode) {
 
- 					_temp.bTrigger = true;
 
- 					this.index++;
 
- 					if (this.index >= this.spawnArray.length) {
 
- 						clearInterval(this.countdownInterval);
 
- 						this.countdownInterval = null;
 
- 						this.startJumpGame();
 
- 					} else {
 
- 						//绘制新触发状态
 
- 						this.onDraw('tipHit');
 
- 					}
 
- 					//成功
 
- 					this.setEliminationCount(1);
 
- 				} else {
 
- 					//失误
 
- 					this.setFaultCount(1);
 
- 				}
 
- 			},
 
- 			//设置倒计时
 
- 			setCountdown(value) {
 
- 				this.countdown -= value;
 
- 				// this.countdownLabel.string = '倒计时:' + this.countdown;
 
- 				this.$emit('actionJumpCountDownUpdate', {
 
- 					countDown: this.countdown
 
- 				});
 
- 			},
 
- 			resetCountdown(value) {
 
- 				this.countdown = value;
 
- 				// this.countdownLabel.string = '倒计时:' + this.countdown;
 
- 				this.$emit('actionJumpCountDownUpdate', {
 
- 					countDown: this.countdown
 
- 				});
 
- 			},
 
- 			//设置ui信息
 
- 			setEliminationCount(value) {
 
- 				this.taskSignCurCount++;
 
- 				this.roundingCount += this.addShowCountUnit;
 
- 				this.eliminationCount += value;
 
- 				// this.eliminationLabel.string = '消除数量:' + this.eliminationCount.toString();
 
- 				this.$emit('actionJumpDataUpdate', {
 
- 					eliminationCount: this.eliminationCount,
 
- 					faultCount: this.faultCount
 
- 				});
 
- 				//如果是pk模式。不走下面判断
 
- 				if (this.currentMode == 'pkMode') return;
 
- 				if (CONDITIONPASSED.ENERGYBARFULL == this.taskConditionPassed.limitType) {
 
- 					//能量条的条件下才显示能量条动
 
- 					//取两位后计算Math floor,不然会有偏差值问题  Math.floor(39.9999999+ 0.1111111) = 39
 
- 					this.showCurCount = Math.floor(this.roundingCount.toFixed(2));
 
- 					//1.能量槽满的时候,说明踩中次数到达	
 
- 					if (this.taskSignCurCount >= this.taskSignCount)
 
- 						this.onGameOver("energyBarFull");
 
- 				} else if (CONDITIONPASSED.SKIPALLFLAGWITHINTIME == this.taskConditionPassed.limitType) {
 
- 					//规定时间下也给显示能量条
 
- 					this.showCurCount = Math.floor(this.roundingCount.toFixed(2));
 
- 					//2.规定时间内跳完所有标志块
 
- 					if (this.taskSignCurCount >= this.taskSignCount)
 
- 						this.onGameOver("skipAllFlagWithinTime");
 
- 				} else if (this.taskConditionPassed.isScore) {
 
- 					//3.达到一定分数
 
- 					//如果是用分数判断
 
- 					//分数是 跳对的加1分,错的扣1分,0不扣分。
 
- 					let curScore = this.eliminationCount - this.faultCount;
 
- 					curScore = curScore < 0 ? 0 : curScore;
 
- 					//当前分数达到,胜利
 
- 					if (curScore >= this.taskConditionPassed.limitScore)
 
- 						this.onGameOver("score");
 
- 				}
 
- 			},
 
- 			onGameOver(type) {
 
- 				this.isGameOver = true;
 
- 				//处理参数
 
- 				this.onClear();
 
- 				this.onClearData();
 
- 				this.bJumpPlay = false;
 
- 				/**
 
- 				 * 判断胜利和失败
 
- 				 */
 
- 				let myWin = false; //默认失败
 
- 				//比如, 1.充满左右两边蓄能槽.2.规定时间内跳完所有标志块.
 
- 				if (type == "energyBarFull") {
 
- 					//1.能量槽满的时候,说明踩中次数到达	
 
- 					if (this.taskSignCurCount >= this.taskSignCount) {
 
- 						myWin = true;
 
- 					}
 
- 				} else if (type == 'skipAllFlagWithinTime') {
 
- 					myWin = true;
 
- 				} else if (type == "timeUp") {
 
- 					//2.规定时间内跳完所有标志块
 
- 					//查看消除数量是否到达总数,未达成就是未完成
 
- 					if (this.taskSignCurCount >= this.taskSignCount) {
 
- 						myWin = true;
 
- 					}
 
- 				} else if (type == "score") {
 
- 					myWin = true;
 
- 				}
 
- 				console.log(type, {
 
- 					myWin: myWin
 
- 				});
 
- 				this.$emit('gameOver', {
 
- 					myWin: myWin,
 
- 					type: 'calorieMode',
 
- 					isOffEvent:true
 
- 				});
 
- 			},
 
- 			//pk模式下结束游戏关卡
 
- 			onPKModeGameOver(type) {
 
- 				this.isGameOver = true;
 
- 				//处理参数
 
- 				this.onClear();
 
- 				this.onClearData();
 
- 				this.bJumpPlay = false;
 
- 				this.$emit('gameOver', {
 
- 					type: 'pkMode',
 
- 					isOffEvent:true
 
- 				});
 
- 			},
 
- 			setFaultCount(value) {
 
- 				this.faultCount += value;
 
- 				// this.faultLabel.string = '失误:' + this.faultCount;
 
- 				this.$emit('actionJumpDataUpdate', {
 
- 					eliminationCount: this.eliminationCount,
 
- 					faultCount: this.faultCount
 
- 				});
 
- 			},
 
- 			//控制播放
 
- 			onControllerPlay() {
 
- 				if (this.bJumpPlay) {
 
- 					//仅仅暂停,没有清空数据
 
- 					this._changePlay(false);
 
- 					this.$emit("actionJumpControllerPlay", false);
 
- 				} else {
 
- 					this.$emit("actionJumpCheck");
 
- 				}
 
- 			},
 
- 			onContinueGame() {
 
- 				this._changePlay(true);
 
- 			},
 
- 			onClearActionJumpData() {
 
- 				console.log("onClearActionJumpData");
 
- 				this.onClear();
 
- 				this.onClearData();
 
- 			},
 
- 			//修改状态
 
- 			_changePlay(bPlaying) {
 
- 				if (bPlaying) {
 
- 					this.bJumpPlay = bPlaying;
 
- 				} else {
 
- 					this.bJumpPlay = !this.bJumpPlay;
 
- 				}
 
- 			},
 
- 			onActionJumpPlay() {
 
- 				this.onClear();
 
- 				this.onClearData();
 
- 				this.startJumpGame();
 
- 				this._changePlay(true);
 
- 				//reset 对应计算数据
 
- 				this.taskSignCurCount = 0;
 
- 				this.showCurCount = 0;
 
- 				this.roundingCount = 0;
 
- 				this.faultCount = 0;
 
- 				this.eliminationCount = 0;
 
- 			},
 
- 			getCurrentJumpType() {
 
- 				let _temp = this.spawnArray[this.index];;
 
- 				return _temp.jumpCode;
 
- 			},
 
- 			//监听跳的状态数据
 
- 			listenStateDataOfJump(data) {
 
- 				if (this.isGameOver || !this.bJumpPlay) return;
 
- 				let _jumpType = this.getCurrentJumpType();
 
- 				//初始全部默认状态
 
- 				let _tempState = [{
 
- 						jumpName: 'NORMAL',
 
- 						jumpCode: 0,
 
- 						bTrigger: true,
 
- 						describe: '正常跳'
 
- 					},
 
- 					{
 
- 						jumpName: 'LEFT',
 
- 						jumpCode: 1,
 
- 						bTrigger: false,
 
- 						describe: '左直跳'
 
- 					},
 
- 					{
 
- 						jumpName: 'RIGHT',
 
- 						jumpCode: 2,
 
- 						bTrigger: false,
 
- 						describe: '右直跳'
 
- 					},
 
- 					{
 
- 						jumpName: 'LEFT_ROTATE',
 
- 						jumpCode: 3,
 
- 						bTrigger: false,
 
- 						describe: '左旋转跳'
 
- 					},
 
- 					{
 
- 						jumpName: 'RIGHT_ROTATE',
 
- 						jumpCode: 4,
 
- 						bTrigger: false,
 
- 						describe: '右旋转跳'
 
- 					}
 
- 				];
 
- 				let {
 
- 					currentMaxValue,
 
- 					oGyroValue,
 
- 					peakOfWaveMaxValue,
 
- 					valleyOfWaveMinValue
 
- 				} = data
 
- 				// console.log('stateDataOfJump:');
 
- 				// console.log(JSON.stringify(data));
 
- 				this.onLogData = data;
 
- 				let _rotateLimit = 4;
 
- 				let _jumpLimit = 8;
 
- 				
 
- 				switch (_jumpType) {
 
- 					case 0:
 
- 						//JumpType.NORMAL = 0
 
- 						_tempState[0].bTrigger = true;
 
- 						this.eliminateJumpPrefabFormTemp(_tempState);
 
- 						break;
 
- 					case 1:
 
- 						if (currentMaxValue < -_jumpLimit || valleyOfWaveMinValue < - 20) {
 
- 							//left jump
 
- 							_tempState[1].bTrigger = true;
 
- 						}
 
- 						this.eliminateJumpPrefabFormTemp(_tempState);
 
- 						break;
 
- 					case 2:
 
- 						if (currentMaxValue > _jumpLimit || peakOfWaveMaxValue > 20) {
 
- 							//right jump
 
- 							_tempState[2].bTrigger = true;
 
- 						}
 
- 						this.eliminateJumpPrefabFormTemp(_tempState);
 
- 						break;
 
- 					case 4:
 
- 						if (oGyroValue > _rotateLimit) {
 
- 							_tempState[4].bTrigger = true;
 
- 						}
 
- 						this.eliminateJumpPrefabFormTemp(_tempState);
 
- 						break;
 
- 					case 3:
 
- 						if (oGyroValue < -_rotateLimit) {
 
- 							_tempState[3].bTrigger = true;
 
- 						}
 
- 						this.eliminateJumpPrefabFormTemp(_tempState);
 
- 						break;
 
- 					default:
 
- 						console.log('没有对应的_jumpType', _jumpType);
 
- 						break;
 
- 				}
 
- 				
 
- 				// if (currentMaxValue == 0) {
 
- 					
 
- 				// } else {
 
- 				// 	// console.log('2====', data);
 
- 				// 	if (this.isY) {
 
- 				// 		//如果是检测到旋转跳
 
- 				// 		if (oGyroValue > _rotateLimit) {
 
- 				// 			// console.log('y right:', oGyroValue);
 
- 				// 			_tempState[4].bTrigger = true;
 
- 				// 		} else if (oGyroValue < -_rotateLimit) {
 
- 				// 			// console.log('y left:', oGyroValue);
 
- 				// 			_tempState[3].bTrigger = true;
 
- 				// 		}
 
- 				// 		if (valleyOfWaveMinValue < -_jumpLimit) {
 
- 				// 			//left jump
 
- 				// 			_tempState[1].bTrigger = true;
 
- 				// 		} else if (peakOfWaveMaxValue > _jumpLimit) {
 
- 				// 			//right jump
 
- 				// 			_tempState[2].bTrigger = true;
 
- 				// 		}
 
- 				// 	} else {
 
- 				// 		//如果是检测到旋转跳
 
- 				// 		if (oGyroValue < -5) {
 
- 				// 			// console.log('x right:', oGyroValue);
 
- 				// 			_tempState[4].bTrigger = true;
 
- 				// 		} else if (oGyroValue > 5) {
 
- 				// 			// console.log('x left:', oGyroValue);
 
- 				// 			_tempState[3].bTrigger = true;
 
- 				// 		}
 
- 				// 		if (valleyOfWaveMinValue < -_jumpLimit) {
 
- 				// 			//left jump
 
- 				// 			_tempState[1].bTrigger = true;
 
- 				// 		} else if (peakOfWaveMaxValue > _jumpLimit) {
 
- 				// 			//right jump
 
- 				// 			_tempState[2].bTrigger = true;
 
- 				// 		}
 
- 				// 	}
 
- 				// 	this.eliminateJumpPrefabFormTemp(_tempState);
 
- 				// }
 
- 			},
 
- 			eliminateJumpPrefabFormTemp(_tempState) {
 
- 				//如果消除完,需要重新生成
 
- 				let _temp = this.spawnArray[this.index];
 
- 				let bSuccess = false;
 
- 				for (let i = 0; i < _tempState.length; i++) {
 
- 					let _state = _tempState[i];
 
- 					if (_state.bTrigger)
 
- 						console.log(JSON.stringify(_state)+JSON.stringify(this.onLogData));
 
- 					//如果当前的跳类型和预制目标一样
 
- 					if (_state.jumpCode == _temp.jumpCode && _state.bTrigger) {
 
- 						//成功
 
- 						bSuccess = true;
 
- 						break;
 
- 					}
 
- 				}
 
- 				//如果存在其中一个为true
 
- 				if (bSuccess) {
 
- 					// console.log("bSuccess:", bSuccess);
 
- 					_temp.bTrigger = true;
 
- 					this.index++;
 
- 					if (this.index >= this.spawnArray.length) {
 
- 						clearInterval(this.countdownInterval);
 
- 						this.countdownInterval = null;
 
- 						this.canGoNext = true;
 
- 						this.onDraw("normal");
 
- 					} else {
 
- 						//绘制新触发状态
 
- 						this.canOnDraw = true;
 
- 						this.onDraw("normal");
 
- 					}
 
- 					//成功
 
- 					this.setEliminationCount(1);
 
- 				} else {
 
- 					//失误
 
- 					this.setFaultCount(1);
 
- 				}
 
- 			},
 
- 			/**
 
- 			 * @param {Object} gameData
 
- 			 * 识别跳部分数据处理
 
- 			 */
 
- 			onBLERopeUpdate(gameData) {
 
- 				if (!this.bJumpPlay || this.isGameOver) return;
 
- 				//********陀螺仪角速度********
 
- 				let {
 
- 					gx,
 
- 					gy,
 
- 					gz
 
- 				} = gameData.gyro;
 
- 				let {
 
- 					min,
 
- 					s,
 
- 					ms
 
- 				} = gameData;
 
- 				//-gameData.acc.ax * 10;
 
- 				let _ax = gameData.acc.ax * 10;
 
- 				let _ay = gameData.acc.ay * 10;
 
- 				let _az = gameData.acc.az * 10;
 
- 				//低通滤波分离重力
 
- 				let alpha = 0.8;
 
- 				this.xA = alpha * this.xA + (1 - alpha) * _ax;
 
- 				this.yA = alpha * this.yA + (1 - alpha) * _ay;
 
- 				this.zA = alpha * this.zA + (1 - alpha) * _az;
 
- 				//高通滤波获取线性速度
 
- 				let linear_acceleration_x = _ax - this.xA;
 
- 				let linear_acceleration_y = _az - this.zA;
 
- 				let linear_acceleration_z = _ay - this.yA;
 
- 				let _temp = {
 
- 					linearAcc: {
 
- 						lAccX: linear_acceleration_x,
 
- 						lAccY: linear_acceleration_y,
 
- 						lAccZ: linear_acceleration_z
 
- 					}, //gameData.acc,
 
- 					oriAcc: {
 
- 						oAccX: _ax,
 
- 						oAccY: _ay,
 
- 						oAccZ: _az
 
- 					},
 
- 					gravityAcc: {
 
- 						gravityX: this.xA,
 
- 						gravityY: this.yA,
 
- 						gravityZ: this.zA
 
- 					},
 
- 					bLimitRebound: false,
 
- 					resultant: Math.sqrt(_ax * _ax +
 
- 						_ay * _ay + _az * _az),
 
- 					runIndex: this.BLEAccIndex,
 
- 					//陀螺仪
 
- 					oriGyro: {
 
- 						oGyroX: gx,
 
- 						oGyroY: gy,
 
- 						oGyroZ: gz
 
- 					},
 
- 					//输入当前轴
 
- 					bYAxis: true,
 
- 				};
 
- 				this.actionJumpObj.updateJump(_temp);
 
- 				// if (this.BLEAccIndex > 150) {
 
- 				// 	this.onClearData();
 
- 				// 	this.bJump = false;
 
- 				// 	return;
 
- 				// }
 
- 				this.BLEAccIndex++;
 
- 			},
 
- 			onClearData() {
 
- 				this.BLEAccIndex = 0;
 
- 			},
 
- 			onChangeY() {
 
- 				this.isY = true;
 
- 			},
 
- 			onChangeX() {
 
- 				this.isY = false;
 
- 			},
 
- 			onGetActionJumpPlayView(callback) {
 
- 				let view = uni.createSelectorQuery().select('#ActionJumpPlay');
 
- 				view.boundingClientRect(data => {
 
- 					if (callback)
 
- 						callback(data);
 
- 				}).exec();
 
- 			}
 
- 		}
 
- 	}
 
- </script>
 
- <style lang="scss">
 
- 	// .action-jump-parent {
 
- 	// 	border: 1rpx solid #ffaa7f;
 
- 	// 	position: relative;
 
- 	// 	display: flex;
 
- 	// 	justify-content: center;
 
- 	// 	overflow: hidden;
 
- 	// 	top: 0;
 
- 	// 	width: 100%;
 
- 	// }
 
- 	// .action-jump-container {
 
- 	// 	width: 100%;
 
- 	// 	height: 114px;
 
- 	// 	border: 1rpx solid #000000;
 
- 	// 	position: relative;
 
- 	// }
 
- 	.mid-absolute {
 
- 		position: absolute;
 
- 		top: 0;
 
- 		bottom: 0;
 
- 		right: 0;
 
- 		left: 0;
 
- 		margin: auto;
 
- 	}
 
- 	.action-jump-timer {
 
- 		position: absolute;
 
- 		top: -150rpx;
 
- 	}
 
- </style>
 
 
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