Files
webglToy/src/page/index/PushCoinGame/game/view.js
2022-02-23 02:52:53 +08:00

301 lines
7.4 KiB
JavaScript

// import frameData from './frameData';
import layoutData from './layout';
import createLayout from './createView';
// import maskCreater from './maskCreater'; //mask creater
import { gsap } from "gsap";
import decomp from 'poly-decomp';
// import utils from '@/utils/index.js'
// import { MotionPathPlugin } from "gsap/MotionPathPlugin.js";
// import Soul from './plugins/ScrollContainer'; //app scroll plugin module
class layout {
constructor() {
this.filterMatrix = new createjs.ColorMatrix().adjustSaturation(-200);
// 注册路径插件
// gsap.registerPlugin(MotionPathPlugin);
}
init() {
//update btns position by viewport
// this.updatePosByViewport();
return this
}
upgrate(GAME, VIEW, ANI) {
this.game = GAME;
this.view = VIEW;
this.ani = ANI;
return this
}
//根据页面更新适配内容
updatePosByViewport() {
// console.log(this.game.scene.oHeight)
if (this.game.oHeight <= 1181 / 2) {
if (this.game.scene.oHeight > 1110 / 2) {
//iphone 5 5s
console.log('iphone 5 5s')
this.game_score_text.y += 140;
this.game_time_bar.y += 140;
this.game_score_bar.y += 140;
this.game_time_text.y += 140;
} else {
//suitable huawei
console.log('suitable huawei')
this.game_score_text.y += 220;
this.game_time_bar.y += 220;
this.game_score_bar.y += 220;
this.game_time_text.y += 220;
}
} else if (this.game.scene.oHeight <= 673) {
console.log('iphone8p')
this.game_score_text.y += 120;
this.game_time_bar.y += 120;
this.game_score_bar.y += 120;
this.game_time_text.y += 120;
} else {
console.log('适配机型x')
}
}
createBitmap(name) {
let img = this.game.mainLoader && this.game.mainLoader.getResult(name);
return new createjs.Bitmap(img);
}
//创建loading页
loading(GAME) {
this.game = GAME;
this.loadingCacheContainer = new createjs.Container();
this.loadingAnimation = {};
//create layout
for (let i in layoutData['loading']) {
let item = layoutData['loading'][i];
item.layout = this;
item.game = this.game;
item.loader = this.game.loadingLoader;
item.container = this.game.stage.loadingContainer;
item.cacheContainer = this.loadingCacheContainer;
if (item.singleSprite && item.singleSprite.visible) {
item.singleSprite.parent = this.loadingSprite;
}
createLayout(item);
}
gsap.to(this.loading_snow, { rotation: 360, ease: 'none', repeat: -1, duration: 5 })
// 创建粒子动画
this.createLoadingParticle();
// console.log(this.loading_bg)
return this
}
//隐藏loading页面
hideLoading() {
//create story index
gsap.to(this.game.stage.loadingContainer, { alpha: 0, duration: 0.65, })
gsap.to([this.game.stage.mainContainer, this.gamePage], { alpha: 1, duration: 0.65 });
}
// 创建游戏页
createGamePage(game) {
this.game = game;
this.gamePage = new createjs.Container().set({ alpha: 0 });
this.game.stage.mainContainer.addChild(this.gamePage);
let bottom = this.createBitmap('bottom_ban').set({ y: 560 });
let top = this.createBitmap('top');
// 添加推板
let pusher = this.createBitmap('pusher').set({
x: 142,
y: 683
});
// console.log(pusher)
gsap.to(pusher, { y: '-=202', yoyo: true, repeat: -1, ease: 'none', duration: 5 })
// 添加到
this.gamePage.addChild(bottom, pusher, top);
// Create a concave polygon
var _g = [
// 顶点坐标
{ x: 0, y: 0 },
{ x: 0, y: 956 },
{ x: 141, y: 881 },
{ x: 206, y: 683 },
{ x: 548, y: 683 },
{ x: 614, y: 881 },
{ x: 750, y: 956 },
{ x: 750, y: 0 },
];
var concavePolygon = [
// 顶点坐标
[0, 0],
[0, 956],
[141, 881],
[206, 683],
[548, 683],
[614, 881],
[750, 956],
[750, 0],
];
// Make sure the polygon has counter-clockwise winding. Skip this step if you know it's already counter-clockwise.
decomp.makeCCW(concavePolygon);
var convexPolygons = decomp.quickDecomp(concavePolygon);
// ==> [ [[1,0],[1,1],[0.5,0.5]], [[0.5,0.5],[-1,1],[-1,0],[1,0]] ]
// // Decompose using the slow (but optimal) algorithm
// var convexPolygons = decomp.decomp(concavePolygon);
convexPolygons.forEach((item) => {
item.forEach((t, i) => {
item.push({
x: t[0],
y: t[1]
})
if (i == (item.length / 2) - 1) {
item.splice(0, item.length / 2)
}
})
})
console.log(convexPolygons)
// 添加ground
this.game.Composite.add(this.game.myWorld,
this.game.Bodies.fromVertices(
window.innerWidth / 2, window.innerHeight / 2,
convexPolygons,
{
isStatic: true,
scale: {
screenX: 0.5,
screenY: 0.5,
},
render: {
fillStyle: 'rgba(39,7,238,0.25)'
}
},
)
);
//
// let bounds = pusher.getBounds();
// pusher.body = this.game.Bodies.trapezoid(
// pusher.x,
// pusher.y,
// bounds.width,
// bounds.height,
// 1,
// { isStatic: true }
// );
// this.game.Composite.add(this.myWorld, [pusher.body]);
}
// 生成硬币
createCoin() {
let coinImg = this.game.mainLoader.getResult('coin');
let coin = new createjs.Bitmap(coinImg);
}
// loading 粒子制造机
createLoadingParticle() {
const container = new createjs.Container();
const arr = [];
for (let i = 0; i < (window.deviceInfo.system == 'IOS' ? 200 : 250); i++) {
const scale = Math.random() * 0.35 + 0.5;
const name = `snow_${this.game.utils.rangeRandom(1, 20)}`;
const sprite = this.createBitmap(this.loadingSprite.spriteSheet, name).set({
x: Math.random() * 750 - 30,
y: Math.random() * 1624,
ox: Math.random() * 750,
oy: -100,
// regX:14,
// regY:14,
scaleX: scale,
scaleY: scale,
speedX: (Math.random() > 0.5 ? 1 : -1) * (Math.random() * 0.25 + 0.25),
speedY: Math.random() * 1 + 0.5,
alpha: Math.random() * 0.3 + 0.5
})
arr.push(sprite)
}
// const mask = new createjs.Shape().setTransform(0, 0, 1, 1);
// mask.graphics.f('#000000').drawRoundRect(0, 0, 750, 1300, 0).es();
// contianer.mask = mask;
// contianer.compositeOperation = 'darker';
// arr.push(mask)
container.children = arr;
this.loadingPrarticleContainer = container;
this.game.stage.loadingContainer.addChild(container);
return container
}
//粒子动画更新
update() {
if (!this.game) return
if (this.game.scene == 1 && this.loadingPrarticleContainer) {
if (this.loadingPrarticleContainer.alpha == 0) {
// console.log('2=>1')
this.loadingPrarticleContainer.alpha = 1;
}
if (this.prarticleContainer && this.prarticleContainer.alpha == 1) {
this.prarticleContainer.alpha = 0;
}
this.loadingPrarticleContainer.children.forEach((item, index) => {
if (item.x < -30 || item.x > 800 || item.y > 1624) {
item.y = item.oy;
item.x = item.ox;
}
item.x += item.speedX
item.y += item.speedY
})
}
if (this.game.scene == 2 && this.prarticleContainer) {
if (this.prarticleContainer.alpha == 0) {
// console.log('1=>2')
this.prarticleContainer.alpha = 1;
}
if (this.loadingPrarticleContainer.alpha == 1) {
this.loadingPrarticleContainer.alpha = 0;
} //题目一 粒子运动
this.prarticleContainer.children.forEach((item, index) => {
if (item.x < -30 || item.x > 800 || item.y > 1400) {
item.y = item.oy;
item.x = item.ox;
item.rotation = 0;
}
item.x += item.speedX * this.game.globalSpeed
item.y += item.speedY * this.game.globalSpeed
item.rotation += item.speedR * this.game.globalSpeed
})
}
}
}
module.exports = layout;