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2 Commits
f9c501a0f9
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c86df30c9c
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c86df30c9c | ||
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@ -67,6 +67,7 @@
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"glslify": "^7.1.1",
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"glslify": "^7.1.1",
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"handtrackjs": "^0.1.5",
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"handtrackjs": "^0.1.5",
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"jsmpeg": "^1.0.0",
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"jsmpeg": "^1.0.0",
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"matter-js": "^0.18.0",
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"meshline": "^2.0.3",
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"meshline": "^2.0.3",
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"qrcode": "^1.4.4",
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"qrcode": "^1.4.4",
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"snapsvg-cjs": "^0.0.6",
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"snapsvg-cjs": "^0.0.6",
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@ -143,6 +143,8 @@ html,body{
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}
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}
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}
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}
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//初始化开始循环 不初始化 不会开始循环
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//初始化开始循环 不初始化 不会开始循环
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.loop(@i);
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.loop(@i);
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}
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}
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@ -3,6 +3,7 @@ import LAYOUT from "./view";
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import { gsap } from "gsap";
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import { gsap } from "gsap";
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import Resource from "./preload";
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import Resource from "./preload";
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import utils from '@/utils/index.js';
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import utils from '@/utils/index.js';
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import Matter from 'matter-js';
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class game {
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class game {
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@ -41,6 +42,13 @@ class game {
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this.otherLoaderArr = [];
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this.otherLoaderArr = [];
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this.utils = utils;
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this.utils = utils;
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// init Matter
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this.Engine = Matter.Engine,
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this.Render = Matter.Render,
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this.Runner = Matter.Runner,
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this.Bodies = Matter.Bodies,
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this.Composite = Matter.Composite;
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}
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}
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// 初始化
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// 初始化
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@ -52,13 +60,13 @@ class game {
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this.VIEW = new LAYOUT(this);
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this.VIEW = new LAYOUT(this);
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// 保存帧率
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// 保存帧率
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this.saveMomentFPS = setInterval(() => {
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// this.saveMomentFPS = setInterval(() => {
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if (this.FPS > 30)
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// if (this.FPS > 30)
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this.momentFPS.push(this.FPS)
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// this.momentFPS.push(this.FPS)
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// console.log(this.momentFPS.length)
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// // console.log(this.momentFPS.length)
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if (this.momentFPS.length > 20)
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// if (this.momentFPS.length > 20)
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this.momentFPS.shift();
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// this.momentFPS.shift();
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}, 10);
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// }, 10);
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// 绑定事件
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// 绑定事件
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@ -68,6 +76,9 @@ class game {
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// 初始化主资源加载器
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// 初始化主资源加载器
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this.loadingRes();
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this.loadingRes();
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// 初始化物理引擎
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this.initMatterEngine();
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}
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}
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// 开发debug模式
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// 开发debug模式
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@ -172,6 +183,63 @@ class game {
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console.log(this.globalSpeed)
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console.log(this.globalSpeed)
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}
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}
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//
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initMatterEngine() {
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// create an engine
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this.myEngine = this.Engine.create();
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this.myWorld = this.myEngine.world;
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// create a renderer
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// this.myRender = this.Render.create({
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// element: this.vue.$refs.container,
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// engine: this.myEngine,
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// options: {
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// width: window.innerWidth,
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// height: window.innerHeight,
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// pixelRatio: 1, // 设置像素比
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// showAngleIndicator: true,
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// wireframes: true,
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// showDebug: true
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// }
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// });
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// create two boxes and a ground
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var boxA = this.Bodies.rectangle(100, 200, 80, 80);
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var boxB = this.Bodies.rectangle(150, 50, 80, 80);
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var boxC = this.Bodies.rectangle(150, 50, 80, 80);
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var boxD = this.Bodies.rectangle(150, 50, 80, 80);
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var ground = this.Bodies.rectangle(0, 800, 750, 10, { isStatic: true });
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// this.Composite.add(this.myWorld, [
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// this.Bodies.fromVertices(
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// 0, 0,
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// [
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// // 顶点坐标
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// { x: 0, y: 0 },
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// { x: 0, y: 890 },
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// { x: 140, y: 815 },
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// { x: 208, y: 614 },
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// { x: 548, y: 614 },
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// { x: 612, y: 815 },
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// { x: 750, y: 890 },
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// { x: 750, y: 0 }
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// ],
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// { isStatic: true }
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// )
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// ]);
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// add all of the bodies to the world
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this.Composite.add(this.myWorld, [boxA, boxB, boxC, boxD, ground]);
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// create runner
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// this.Render.run(this.myRender);
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// run the engine
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// this.myRunner = this.Runner.create();
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// this.Runner.run(this.myRunner, this.myEngine);
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this.Engine.run(this.myEngine);
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}
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//debug mode destroyed
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//debug mode destroyed
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//game model
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//game model
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@ -95,6 +95,8 @@ class layout {
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// 创建粒子动画
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// 创建粒子动画
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this.createLoadingParticle();
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this.createLoadingParticle();
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console.log(this.loading_bg)
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return this
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return this
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}
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}
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@ -7,7 +7,7 @@
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* @FilePath: /xfhd-vue-scaffold/src/page/index/Home/Index.vue
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* @FilePath: /xfhd-vue-scaffold/src/page/index/Home/Index.vue
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-->
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-->
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<template>
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<template>
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<div class="pushcoin" id="container"></div>
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<div class="pushcoin" id="container" ref="container"></div>
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</template>
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</template>
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<script>
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<script>
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// @ is an alias to /src
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// @ is an alias to /src
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@ -302,6 +302,11 @@ export default {
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message: `正在计算,请稍等...`,
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message: `正在计算,请稍等...`,
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});
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});
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let height = 100; //boxHeight
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if (word.length > 180) {
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height = 180;
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}
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setTimeout(() => {
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setTimeout(() => {
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if (this.hideOrigin) {
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if (this.hideOrigin) {
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// 分组
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// 分组
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Block a user