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Tear of Sejong
sejong25
Commits
340846c4
Commit
340846c4
authored
Jul 02, 2019
by
18류지석
Browse files
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Plain Diff
페이즈, 단어 생성 확률, 생성 시간, 등급관련 수정
parent
303a919d
Changes
4
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Showing
4 changed files
with
136 additions
and
8 deletions
+136
-8
CSVParsing.js
js/CSVParsing.js
+1
-1
WordReader.js
js/WordReader.js
+4
-3
WordSpace.js
js/WordSpace.js
+128
-3
main.js
js/main.js
+3
-1
No files found.
js/CSVParsing.js
View file @
340846c4
...
@@ -27,7 +27,7 @@ CSVParsing.CSVParse = function(scene) {
...
@@ -27,7 +27,7 @@ CSVParsing.CSVParse = function(scene) {
CSVParsing
.
gradeArray
.
grade2
.
push
(
allRows
[
singleRow
].
trim
());
CSVParsing
.
gradeArray
.
grade2
.
push
(
allRows
[
singleRow
].
trim
());
}
else
if
(
grade
==
1
)
{
}
else
if
(
grade
==
1
)
{
CSVParsing
.
gradeArray
.
grade1
.
push
(
allRows
[
singleRow
].
trim
());
CSVParsing
.
gradeArray
.
grade1
.
push
(
allRows
[
singleRow
].
trim
());
}
else
{
}
else
if
(
grade
==
0
)
{
CSVParsing
.
gradeArray
.
grade0
.
push
(
allRows
[
singleRow
].
trim
());
CSVParsing
.
gradeArray
.
grade0
.
push
(
allRows
[
singleRow
].
trim
());
}
}
}
}
...
...
js/WordReader.js
View file @
340846c4
...
@@ -47,9 +47,10 @@ WordReader.getWordTyping = function(stringText)
...
@@ -47,9 +47,10 @@ WordReader.getWordTyping = function(stringText)
//입력 받은 단어의 등급을 반환함
//입력 받은 단어의 등급을 반환함
WordReader
.
getWordGrade
=
function
(
_wordTyping
)
WordReader
.
getWordGrade
=
function
(
_wordTyping
)
{
{
return
2
<=
_wordTyping
&&
_wordTyping
<
7
?
3
:
return
4
<=
_wordTyping
&&
_wordTyping
<
7
?
3
:
7
<=
_wordTyping
&&
_wordTyping
<
12
?
2
:
7
<=
_wordTyping
&&
_wordTyping
<
12
?
2
:
12
<=
_wordTyping
&&
_wordTyping
<
17
?
1
:
0
;
12
<=
_wordTyping
&&
_wordTyping
<
17
?
1
:
17
<=
_wordTyping
&&
_wordTyping
<
26
?
0
:
-
1
;
}
}
WordReader
.
getWordWeight
=
function
(
_wordGrade
)
WordReader
.
getWordWeight
=
function
(
_wordGrade
)
...
...
js/WordSpace.js
View file @
340846c4
...
@@ -17,6 +17,17 @@ WordSpace.wordGroup = [];
...
@@ -17,6 +17,17 @@ WordSpace.wordGroup = [];
WordSpace
.
wordForcedGroup
=
[];
WordSpace
.
wordForcedGroup
=
[];
WordSpace
.
wordPhysicsGroup
=
null
;
WordSpace
.
wordPhysicsGroup
=
null
;
WordSpace
.
GradeProb
=
[
0.35
,
0.6
,
0.8
];
WordSpace
.
Phase
=
{
READY
:
0
,
START
:
1
,
MAIN
:
2
,
MUSIC
:
3
};
WordSpace
.
CurrentPhase
=
WordSpace
.
Phase
.
READY
;
WordSpace
.
PlayerTyping
=
0
;
WordSpace
.
PlayerTypingRate
=
0
;
WordSpace
.
WordSpawnDelay
=
3000
;
WordSpace
.
NameSpawnDelay
=
3000
;
WordSpace
.
NameSpawnReduce
=
1000
;
WordSpace
.
gravityPoint
=
{
x
:
640
,
y
:
300
};
WordSpace
.
gravityPoint
=
{
x
:
640
,
y
:
300
};
WordSpace
.
getSpawnPoint
=
function
()
WordSpace
.
getSpawnPoint
=
function
()
{
{
...
@@ -28,6 +39,57 @@ WordSpace.getSpawnPoint = function()
...
@@ -28,6 +39,57 @@ WordSpace.getSpawnPoint = function()
return
{
x
:
_x
,
y
:
_y
};
return
{
x
:
_x
,
y
:
_y
};
}
}
WordSpace
.
AdjustVarByPhase
=
function
(
typingRate
,
phase
)
{
if
(
phase
==
WordSpace
.
Phase
.
READY
)
{
}
else
if
(
phase
==
WordSpace
.
Phase
.
START
)
{
WordSpace
.
WordSpawnDelay
=
3000
;
WordSpace
.
NameSpawnDelay
=
6000
;
WordSpace
.
NameSpawnReduce
=
1000
;
WordSpace
.
GradeProb
[
0
]
=
0.35
;
WordSpace
.
GradeProb
[
1
]
=
1
-
0.4
*
typingRate
;
WordSpace
.
GradeProb
[
2
]
=
1
;
}
else
if
(
phase
==
WordSpace
.
Phase
.
MAIN
)
{
WordSpace
.
WordSpawnDelay
=
3000
-
typingRate
*
1000
;
WordSpace
.
NameSpawnDelay
=
6000
;
WordSpace
.
NameSpawnReduce
=
1000
;
WordSpace
.
GradeProb
[
0
]
=
0.4
-
0.4
*
typingRate
;
WordSpace
.
GradeProb
[
1
]
=
0.8
-
0.4
*
typingRate
;
WordSpace
.
GradeProb
[
2
]
=
1
-
0.2
*
typingRate
;
}
else
if
(
phase
==
WordSpace
.
Phase
.
MUSIC
)
{
WordSpace
.
WordSpawnDelay
=
1500
;
WordSpace
.
NameSpawnDelay
=
4000
;
WordSpace
.
NameSpawnReduce
=
500
;
WordSpace
.
GradeProb
[
0
]
=
0.2
-
0.2
*
typingRate
;
WordSpace
.
GradeProb
[
1
]
=
0.8
-
0.5
*
typingRate
;
WordSpace
.
GradeProb
[
2
]
=
0.9
-
0.2
*
typingRate
;
}
WordSpace
.
wordCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
WordSpawnDelay
,
WordSpace
.
wordCycle
.
currentCycle
.
getElapsed
());
WordSpace
.
nameCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
NameSpawnDelay
,
WordSpace
.
nameCycle
.
currentCycle
.
getElapsed
());
}
WordSpace
.
GetPhase
=
function
()
{
//서버통신하셈~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//임시
WordSpace
.
CurrentPhase
=
WordSpace
.
Phase
.
START
;
}
WordSpace
.
GetPlayerTypingRate
=
function
()
{
//서버통신하셈~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//임시
WordSpace
.
PlayerTypingRate
=
0.5
;
}
WordSpace
.
attackGauge
=
WordSpace
.
attackGauge
=
{
{
value
:
0
,
value
:
0
,
...
@@ -72,19 +134,81 @@ WordSpace.attackGauge =
...
@@ -72,19 +134,81 @@ WordSpace.attackGauge =
}
}
}
}
WordSpace
.
varAdjustCycle
=
{
currentCycle
:
null
,
resetCycle
:
function
(
scene
,
_delay
)
{
this
.
delay
=
_delay
;
var
option
=
{
delay
:
_delay
,
callback
:
function
()
{
//나중에는 메세지 분석해서 Phase랑 PlayerTypingRate 받겠지만 일단 이렇게 해둠
WordSpace
.
GetPhase
();
WordSpace
.
GetPlayerTypingRate
();
WordSpace
.
AdjustVarByPhase
(
WordSpace
.
PlayerTypingRate
,
WordSpace
.
CurrentPhase
);
},
callbackScope
:
scene
,
loop
:
true
};
if
(
this
.
currentCycle
!=
null
)
{
this
.
currentCycle
=
this
.
currentCycle
.
reset
(
option
);
}
else
{
this
.
currentCycle
=
scene
.
time
.
addEvent
(
option
);
}
}
}
WordSpace
.
nameCycle
=
{
currentCycle
:
null
,
resetCycle
:
function
(
scene
,
_delay
,
_startAt
)
{
this
.
delay
=
_delay
;
var
option
=
{
startAt
:
_startAt
,
delay
:
_delay
,
callback
:
function
()
{
console
.
log
(
"
호패 on
"
);
},
callbackScope
:
scene
,
loop
:
true
};
if
(
this
.
currentCycle
!=
null
)
{
this
.
currentCycle
=
this
.
currentCycle
.
reset
(
option
);
}
else
{
this
.
currentCycle
=
scene
.
time
.
addEvent
(
option
);
}
}
}
WordSpace
.
wordCycle
=
WordSpace
.
wordCycle
=
{
{
delay
:
0
,
delay
:
0
,
currentCycle
:
null
,
currentCycle
:
null
,
resetCycle
:
function
(
scene
,
_delay
)
resetCycle
:
function
(
scene
,
_delay
,
_startAt
)
{
{
this
.
delay
=
_delay
;
this
.
delay
=
_delay
;
var
option
=
var
option
=
{
{
startAt
:
_startAt
,
delay
:
_delay
,
delay
:
_delay
,
callback
:
function
()
callback
:
function
()
{
{
let
wordIdx
=
Math
.
floor
(
Math
.
random
()
*
4
);
let
wordRnd
=
Math
.
random
();
let
wordIdx
=
wordRnd
<
WordSpace
.
GradeProb
[
0
]
?
3
:
wordRnd
<
WordSpace
.
GradeProb
[
1
]
?
2
:
wordRnd
<
WordSpace
.
GradeProb
[
2
]
?
1
:
0
;
WordSpace
.
generateWord
(
this
,
SelectWord
.
selectWord
(
wordIdx
));
WordSpace
.
generateWord
(
this
,
SelectWord
.
selectWord
(
wordIdx
));
},
},
callbackScope
:
scene
,
callbackScope
:
scene
,
...
@@ -195,8 +319,9 @@ WordSpace.findWord = function(wordText)
...
@@ -195,8 +319,9 @@ WordSpace.findWord = function(wordText)
default
:
console
.
log
(
'
[ERR] wrong grade of word
'
);
break
;
default
:
console
.
log
(
'
[ERR] wrong grade of word
'
);
break
;
}
}
weightest
.
destroy
();
weightest
.
destroy
();
WordSpace
.
nameCycle
.
resetCycle
(
WordSpace
.
gameSceneForTest
,
WordSpace
.
NameSpawnDelay
,
WordSpace
.
nameCycle
.
currentCycle
.
getElapsed
()
+
WordSpace
.
NameSpawnReduce
);
}
}
else
if
(
wordText
===
'
공격
'
&&
WordSpace
.
attackGauge
.
value
>
3
)
// 공격모드 진입.
else
if
(
wordText
===
'
공격
'
&&
WordSpace
.
attackGauge
.
value
>
=
3
)
// 공격모드 진입.
{
{
console
.
log
(
'
attack mode
'
);
console
.
log
(
'
attack mode
'
);
Input
.
attackOption
=
this
.
attackGauge
.
getAttackOption
();
Input
.
attackOption
=
this
.
attackGauge
.
getAttackOption
();
...
...
js/main.js
View file @
340846c4
...
@@ -32,7 +32,9 @@ function create()
...
@@ -32,7 +32,9 @@ function create()
BackGround
.
drawBrain
(
this
);
BackGround
.
drawBrain
(
this
);
Input
.
inputField
.
generate
(
this
);
Input
.
inputField
.
generate
(
this
);
WordSpace
.
wordPhysicsGroup
=
this
.
physics
.
add
.
group
();
WordSpace
.
wordPhysicsGroup
=
this
.
physics
.
add
.
group
();
WordSpace
.
wordCycle
.
resetCycle
(
this
,
3000
);
WordSpace
.
wordCycle
.
resetCycle
(
this
,
3000
,
0
);
WordSpace
.
nameCycle
.
resetCycle
(
this
,
3000
,
0
);
WordSpace
.
varAdjustCycle
.
resetCycle
(
this
,
100
,
0
);
WordSpace
.
attackGauge
.
resetCycle
(
this
);
WordSpace
.
attackGauge
.
resetCycle
(
this
);
CSVParsing
.
CSVParse
(
this
);
CSVParsing
.
CSVParse
(
this
);
}
}
...
...
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