Feat:寻看点和抽奖

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lifizer
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Copyright [2021] [Li Dong Qi]
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<br />
<div align="center">
<img src="https://cdn.jsdelivr.net/gh/buuing/cdn/imgs/lucky-canvas.jpg" width="210" alt="logo" />
<h1>lucky-canvas 抽奖插件</h1>
<p>一个基于 JavaScript 的跨平台 ( 大转盘 / 九宫格 / 老虎机 ) 抽奖插件</p>
<p>
<a href="https://github.com/buuing/lucky-canvas/stargazers" target="_black">
<img src="https://img.shields.io/github/stars/buuing/lucky-canvas?color=%23ffba15&logo=github&style=flat-square" alt="stars" />
</a>
<a href="https://github.com/buuing/lucky-canvas/network/members" target="_black">
<img src="https://img.shields.io/github/forks/buuing/lucky-canvas?color=%23ffba15&logo=github&style=flat-square" alt="forks" />
</a>
<a href="https://github.com/buuing" target="_black">
<img src="https://img.shields.io/badge/Author-%20buuing%20-7289da.svg?&logo=github&style=flat-square" alt="author" />
</a>
<a href="https://github.com/buuing/lucky-canvas/blob/master/LICENSE" target="_black">
<img src="https://img.shields.io/github/license/buuing/lucky-canvas?color=%232dce89&logo=github&style=flat-square" alt="license" />
</a>
</p>
</div>
|适配框架|npm下载量|CDN使用量|
| :-: | :-: | :-: |
|[`JS` / `JQ` 中使用](https://100px.net/usage/js.html)|<a href="https://www.npmjs.com/package/lucky-canvas" target="_black"><img src="https://img.shields.io/npm/dm/lucky-canvas?color=%23ffba15&logo=npm&style=flat-square" alt="downloads" /></a>|<a href="https://www.jsdelivr.com/package/npm/lucky-canvas" target="_black"><img src="https://data.jsdelivr.com/v1/package/npm/lucky-canvas/badge" alt="downloads" /></a>|
|[`Vue` 中使用](https://100px.net/usage/vue.html)|<a href="https://www.npmjs.com/package/@lucky-canvas/vue" target="_black"><img src="https://img.shields.io/npm/dm/@lucky-canvas/vue?color=%23ffba15&logo=npm&style=flat-square" alt="downloads" /></a>|<a href="https://www.jsdelivr.com/package/npm/@lucky-canvas/vue" target="_black"><img src="https://data.jsdelivr.com/v1/package/npm/@lucky-canvas/vue/badge" alt="downloads" /></a>|
|[`React` 中使用](https://100px.net/usage/react.html)|<a href="https://www.npmjs.com/package/@lucky-canvas/react" target="_black"><img src="https://img.shields.io/npm/dm/@lucky-canvas/react?color=%23ffba15&logo=npm&style=flat-square" alt="downloads" /></a>|-|
|[`UniApp` 中使用](https://100px.net/usage/uni.html)|<a href="https://www.npmjs.com/package/@lucky-canvas/uni" target="_black"><img src="https://img.shields.io/npm/dm/@lucky-canvas/uni?color=%23ffba15&logo=npm&style=flat-square" alt="downloads" /></a>|-|
|[`Taro3.x` 中使用](https://100px.net/usage/taro.html)|<a href="https://www.npmjs.com/package/@lucky-canvas/taro" target="_black"><img src="https://img.shields.io/npm/dm/@lucky-canvas/taro?color=%23ffba15&logo=npm&style=flat-square" alt="downloads" /></a>|-|
|[`微信小程序` 中使用](https://100px.net/usage/wx.html)|<a href="https://www.npmjs.com/package/@lucky-canvas/mini" target="_black"><img src="https://img.shields.io/npm/dm/@lucky-canvas/mini?color=%23ffba15&logo=npm&style=flat-square" alt="downloads" /></a>|-|
<br />
## 官方文档 & Demo演示
> **中文**[https://100px.net](https://100px.net)
> **English****If anyone can help translate the document, please contact me** `ldq404@qq.com`
<br />
## 在 uni-app 中使用
### 1. 安装插件
- 你可以选择通过 `HBuilderX` 导入插件: [https://ext.dcloud.net.cn/plugin?id=3499](https://ext.dcloud.net.cn/plugin?id=3499)
- 也可以选择通过 `npm` / `yarn` 安装
```shell
# npm 安装:
npm install @lucky-canvas/uni
# yarn 安装:
yarn add @lucky-canvas/uni
```
<br />
### 2. 引入并使用
```html
<view>
<!-- 大转盘抽奖 -->
<LuckyWheel
width="600rpx"
height="600rpx"
...你的配置
/>
<!-- 九宫格抽奖 -->
<LuckyGrid
width="600rpx"
height="600rpx"
...你的配置
/>
</view>
```
```js
// npm 下载会默认到 node_modules 里面,直接引入包名即可
import LuckyWheel from '@lucky-canvas/uni/lucky-wheel' // 大转盘
import LuckyGrid from '@lucky-canvas/uni/lucky-grid' // 九宫格
// 如果你是通过 HBuilderX 导入插件,那你需要指定一下路径
// import LuckyWheel from '@/components/@lucky-canvas/uni/lucky-wheel' // 大转盘
// import LuckyGrid from '@/components/@lucky-canvas/uni/lucky-grid' // 九宫格
export default {
// 注册组件
components: { LuckyWheel, LuckyGrid },
}
```
<br />
### 3. 我提供了一个最基本的 demo 供你用于尝试
由于 uni-app 渲染 md 的时候会出问题,所以我把 demo 代码放到了文档里
- [https://100px.net/document/uni-app.html](https://100px.net/document/uni-app.html)
<br />
### **4. 补充说明**
- [**如果用着顺手, 可以在 Github 上面点个 <img height="22" align="top" src="https://img.shields.io/github/stars/buuing/lucky-canvas" /> 支持一下(●'◡'●)**](https://github.com/buuing/lucky-canvas)
- 另外: 如果你修复了某些bug或兼容, 欢迎提给我, 我会把你展示到官网的贡献者列表当中
<br />
### 5. 常见问题
1. 转盘层级太高了, 我的弹窗盖不住怎么办?
> 答: 因为小程序里canvas是原生组件顶层渲染, 我无法控制canvas的层级, 如果你想盖住它也肯简单, 你可以百度搜索`<cover>`组件
2. 你这些素材, 图片组件从哪下载?
> 答: 官网里的任何图片素材, 所使用到的图片资源均为学习交流使用, 请勿将其用于商业用途, 由此产生的任何商业纠纷我这边概不负责
3. xxx属性怎么使用? xxx方法怎么调用?
> 答: 自己去看文档, 不然难道要我把代码给你写好吗?
4. 这个属性的效果与官网的描述不一致?
> 答: 可能有bug, 你可以去github上的issues去提问 (请认真填写模板)
5. 为什么这个插件不支持app和其他小程序
> 答: 没时间, 但是希望志同道合的同学来一起参与uniapp的兼容开发
---
<font color="blue">作者留言: 为了使我自己保持心情愉悦, 低于5星的提问我用浏览器插件都屏蔽了</font>
@@ -1,317 +0,0 @@
<template>
<view v-if="isShow" class="lucky-box" :style="{ width: boxWidth + 'px', height: boxHeight + 'px' }">
<canvas
type="2d"
id="lucky-grid"
canvas-id="lucky-grid"
:style="{ width: boxWidth + 'px', height: boxHeight + 'px' }"
></canvas>
<image
v-if="imgSrc"
:src="imgSrc"
@load="myLucky.clearCanvas()"
:style="{ width: boxWidth + 'px', height: boxHeight + 'px' }"
></image>
<!-- #ifdef APP-PLUS -->
<view v-if="btnShow">
<view class="lucky-grid-btn" v-for="(btn, index) in btns" :key="index" @click="toPlay(btn, index)" :style="{
top: btn.top + 'px',
left: btn.left + 'px',
width: btn.width + 'px',
height: btn.height + 'px',
}"></view>
</view>
<!-- #endif -->
<!-- #ifndef APP-PLUS -->
<view v-if="btnShow">
<cover-view class="lucky-grid-btn" v-for="(btn, index) in btns" :key="index" @click="toPlay(btn, index)" :style="{
top: btn.top + 'px',
left: btn.left + 'px',
width: btn.width + 'px',
height: btn.height + 'px',
}"></cover-view>
</view>
<!-- #endif -->
<!-- #ifndef H5 -->
<view v-if="myLucky">
<div class="lucky-imgs">
<div v-for="(block, index) in blocks" :key="index">
<div v-if="block.imgs">
<div v-for="(img, i) in block.imgs" :key="i">
<image :src="img.src" :data-index="index" :data-i="i" @load="e => imgBindload(e, 'blocks')"></image>
<image :src="img.activeSrc" :data-index="index" :data-i="i" @load="e => imgBindloadActive(e, 'blocks')"></image>
</div>
</div>
</div>
</div>
<div class="lucky-imgs">
<div v-for="(prize, index) in prizes" :key="index">
<div v-if="prize.imgs">
<div v-for="(img, i) in prize.imgs" :key="i">
<image :src="img.src" :data-index="index" :data-i="i" @load="e => imgBindload(e, 'prizes')"></image>
<image :src="img.activeSrc" :data-index="index" :data-i="i" @load="e => imgBindloadActive(e, 'prizes')"></image>
</div>
</div>
</div>
</div>
<div class="lucky-imgs">
<div v-for="(btn, index) in buttons" :key="index">
<div v-if="btn.imgs">
<image v-for="(img, i) in btn.imgs" :key="i" :src="img.src" :data-index="index" :data-i="i" @load="e => imgBindload(e, 'buttons')"></image>
</div>
</div>
</div>
<div class="lucky-imgs">
<span v-if="button && button.imgs">
<image v-for="(img, i) in button.imgs" :key="i" :src="img.src" :data-i="i" @load="e => imgBindloadBtn(e, 'button')"></image>
</span>
</div>
</view>
<!-- #endif -->
</view>
</template>
<script>
import { changeUnits, resolveImage, getImage } from './utils.js'
import { LuckyGrid } from '../../lucky-canvas'
export default {
name: 'lucky-grid',
data () {
return {
imgSrc: '',
myLucky: null,
canvas: null,
isShow: false,
boxWidth: 100,
boxHeight: 100,
dpr: 1,
btns: [],
btnShow: false,
}
},
props: {
width: {
type: String,
default: '600rpx'
},
height: {
type: String,
default: '600rpx'
},
cols: {
type: [String, Number],
default: 3,
},
rows: {
type: [String, Number],
default: 3,
},
blocks: {
type: Array,
default: () => []
},
prizes: {
type: Array,
default: () => []
},
buttons: {
type: Array,
default: () => []
},
button: {
type: Object,
default: undefined
},
defaultConfig: {
type: Object,
default: () => ({})
},
defaultStyle: {
type: Object,
default: () => ({})
},
activeStyle: {
type: Object,
default: () => ({})
}
},
mounted () {
// #ifdef APP-PLUS
console.error('该抽奖插件的最新版暂不支持app端, 请通过npm安装旧版本【npm i uni-luck-draw@1.3.9】')
// #endif
// #ifndef APP-PLUS
this.initLucky()
// #endif
},
watch: {
cols (newData) {
this.myLucky && (this.myLucky.cols = newData)
},
rows (newData) {
this.myLucky && (this.myLucky.rows = newData)
},
blocks (newData) {
this.myLucky && (this.myLucky.blocks = newData)
},
prizes (newData) {
this.myLucky && (this.myLucky.prizes = newData)
},
buttons (newData) {
this.myLucky && (this.myLucky.buttons = newData)
},
button (newData) {
this.myLucky && (this.myLucky.button = newData)
},
defaultStyle (newData) {
this.myLucky && (this.myLucky.defaultStyle = newData)
},
defaultConfig (newData) {
this.myLucky && (this.myLucky.defaultConfig = newData)
},
activeStyle (newData) {
this.myLucky && (this.myLucky.activeStyle = newData)
},
},
methods: {
async imgBindload (res, name) {
const { index, i } = res.currentTarget.dataset
const img = this[name][index].imgs[i]
resolveImage(img, this.canvas)
},
async imgBindloadActive (res, name) {
const { index, i } = res.currentTarget.dataset
const img = this[name][index].imgs[i]
resolveImage(img, this.canvas, 'activeSrc', '$activeResolve')
},
async imgBindloadBtn (res, name) {
const { i } = res.currentTarget.dataset
const img = this[name].imgs[i]
resolveImage(img, this.canvas)
},
getImage () {
return getImage.call(this, 'lucky-grid', this.canvas)
},
hideCanvas () {
// #ifdef MP
this.getImage().then(res => {
this.imgSrc = res.tempFilePath
})
// #endif
},
initLucky () {
this.boxWidth = changeUnits(this.width)
this.boxHeight = changeUnits(this.height)
this.isShow = true
// 某些情况下获取不到 canvas
this.$nextTick(() => {
setTimeout(() => {
this.draw()
})
})
},
draw () {
const _this = this
uni.createSelectorQuery().in(this).select('#lucky-grid').fields({
node: true, size: true
}).exec((res) => {
// #ifdef H5
res[0].node = document.querySelector('#lucky-grid canvas')
// #endif
if (!res[0] || !res[0].node) return console.error('lucky-canvas 获取不到 canvas 标签')
const { node, width, height } = res[0]
const canvas = this.canvas = node
const ctx = this.ctx = canvas.getContext('2d')
const dpr = this.dpr = uni.getSystemInfoSync().pixelRatio
// #ifndef H5
canvas.width = width * dpr
canvas.height = height * dpr
ctx.scale(dpr, dpr)
// #endif
const myLucky = this.myLucky = new LuckyGrid({
// #ifdef H5
flag: 'WEB',
// #endif
// #ifdef MP
flag: 'MP-WX',
// #endif
ctx,
dpr,
setTimeout,
clearTimeout,
setInterval,
clearInterval,
// #ifdef H5
rAF: requestAnimationFrame,
// #endif
unitFunc: (num, unit) => changeUnits(num + unit),
afterInit: function () {
[..._this.$props.buttons, _this.$props.button].forEach((btn, index) => {
if (!btn) return
const [left, top, width, height] = this.getGeometricProperty([
btn.x,
btn.y,
btn.col || 1,
btn.row || 1
])
_this.btns[index] = { top, left, width, height }
})
_this.$forceUpdate()
},
afterStart: () => {
this.imgSrc = ''
},
}, {
...this.$props,
width,
height,
start: (...rest) => {
this.$emit('start', ...rest)
},
end: (...rest) => {
this.$emit('end', ...rest)
this.hideCanvas()
},
})
this.btnShow = true
})
},
toPlay (btn, index) {
this.myLucky.startCallback(btn, this.$props.buttons[index])
},
init () {
this.myLucky.init()
},
play (...rest) {
this.myLucky.play(...rest)
},
stop (...rest) {
this.myLucky.stop(...rest)
},
},
}
</script>
<style scoped>
.lucky-box {
position: relative;
overflow: hidden;
margin: 0 auto;
}
.lucky-box canvas {
position: absolute;
pointer-events: none;
left: 0;
top: 0;
}
.lucky-grid-btn {
position: absolute;
background: rgba(0, 0, 0, 0);
border-radius: 0;
cursor: pointer;
}
.lucky-imgs {
width: 0;
height: 0;
visibility: hidden;
}
</style>
@@ -1,255 +0,0 @@
<template>
<view v-if="isShow" class="lucky-box" :style="{ width: boxWidth + 'px', height: boxHeight + 'px' }">
<canvas
type="2d"
id="lucky-wheel"
canvas-id="lucky-wheel"
:style="{ width: boxWidth + 'px', height: boxHeight + 'px' }"
></canvas>
<image
v-if="imgSrc"
:src="imgSrc"
@load="myLucky.clearCanvas()"
:style="{ width: boxWidth + 'px', height: boxHeight + 'px' }"
></image>
<!-- #ifdef APP-PLUS -->
<view class="lucky-wheel-btn" @click="toPlay" :style="{ width: btnWidth + 'px', height: btnHeight + 'px' }"></view>
<!-- #endif -->
<!-- #ifndef APP-PLUS -->
<cover-view class="lucky-wheel-btn" @click="toPlay" :style="{ width: btnWidth + 'px', height: btnHeight + 'px' }"></cover-view>
<!-- #endif -->
<!-- #ifndef H5 -->
<view v-if="myLucky">
<div class="lucky-imgs">
<div v-for="(block, index) in blocks" :key="index">
<div v-if="block.imgs">
<image v-for="(img, i) in block.imgs" :key="i" :src="img.src" @load="e => imgBindload(e, 'blocks', index, i)"></image>
</div>
</div>
</div>
<div class="lucky-imgs">
<div v-for="(prize, index) in prizes" :key="index">
<div v-if="prize.imgs">
<image v-for="(img, i) in prize.imgs" :key="i" :src="img.src" @load="e => imgBindload(e, 'prizes', index, i)"></image>
</div>
</div>
</div>
<div class="lucky-imgs">
<div v-for="(btn, index) in buttons" :key="index">
<div v-if="btn.imgs">
<image v-for="(img, i) in btn.imgs" :key="i" :src="img.src" @load="e => imgBindload(e, 'buttons', index, i)"></image>
</div>
</div>
</div>
</view>
<!-- #endif -->
</view>
</template>
<script>
import { changeUnits, resolveImage, getImage } from './utils.js'
import { LuckyWheel } from '../../lucky-canvas'
export default {
name: 'lucky-wheel',
data () {
return {
imgSrc: '',
myLucky: null,
canvas: null,
isShow: false,
boxWidth: 100,
boxHeight: 100,
btnWidth: 0,
btnHeight: 0,
dpr: 1,
}
},
props: {
width: {
type: String,
default: '600rpx'
},
height: {
type: String,
default: '600rpx'
},
blocks: {
type: Array,
default: () => []
},
prizes: {
type: Array,
default: () => []
},
buttons: {
type: Array,
default: () => []
},
defaultConfig: {
type: Object,
default: () => ({})
},
defaultStyle: {
type: Object,
default: () => ({})
},
},
mounted () {
// #ifdef APP-PLUS
console.error('该抽奖插件的最新版暂不支持app端, 请通过npm安装旧版本【npm i uni-luck-draw@1.3.9】')
// #endif
// #ifndef APP-PLUS
this.initLucky()
// #endif
},
watch: {
blocks (newData) {
this.myLucky && (this.myLucky.blocks = newData)
},
prizes (newData) {
this.myLucky && (this.myLucky.prizes = newData)
},
buttons (newData) {
this.myLucky && (this.myLucky.buttons = newData)
},
defaultStyle (newData) {
this.myLucky && (this.myLucky.defaultStyle = newData)
},
defaultConfig (newData) {
this.myLucky && (this.myLucky.defaultConfig = newData)
},
},
methods: {
async imgBindload (res, name, index, i) {
const img = this[name][index].imgs[i]
resolveImage(img, this.canvas)
},
getImage () {
return getImage.call(this, 'lucky-wheel', this.canvas)
},
hideCanvas () {
// #ifdef MP
this.getImage().then(res => {
this.imgSrc = res.tempFilePath
})
// #endif
},
initLucky () {
this.boxWidth = changeUnits(this.width)
this.boxHeight = changeUnits(this.height)
this.isShow = true
// 某些情况下获取不到 canvas
this.$nextTick(() => {
setTimeout(() => {
this.draw()
})
})
},
draw () {
const _this = this
uni.createSelectorQuery().in(this).select('#lucky-wheel').fields({
node: true, size: true
}).exec((res) => {
// #ifdef H5
res[0].node = document.querySelector('#lucky-wheel canvas')
// #endif
if (!res[0] || !res[0].node) return console.error('lucky-canvas 获取不到 canvas 标签')
const { node, width, height } = res[0]
const canvas = this.canvas = node
const ctx = this.ctx = canvas.getContext('2d')
const dpr = this.dpr = uni.getSystemInfoSync().pixelRatio
// #ifndef H5
canvas.width = width * dpr
canvas.height = height * dpr
ctx.scale(dpr, dpr)
// #endif
const Radius = Math.min(width, height) / 2
const myLucky = this.myLucky = new LuckyWheel({
// #ifdef H5
flag: 'WEB',
// #endif
// #ifdef MP
flag: 'MP-WX',
// #endif
ctx,
dpr,
setTimeout,
clearTimeout,
setInterval,
clearInterval,
// #ifdef H5
rAF: requestAnimationFrame,
// #endif
unitFunc: (num, unit) => changeUnits(num + unit),
beforeCreate: function () {
ctx.translate(Radius, Radius)
},
beforeResize: function () {
ctx.translate(-Radius, -Radius)
},
afterInit: function () {
// 动态设置按钮
_this.btnWidth = this.maxBtnRadius * 2
_this.btnHeight = this.maxBtnRadius * 2
_this.$forceUpdate()
},
afterStart: () => {
this.imgSrc = ''
},
}, {
...this.$props,
width,
height,
start: (...rest) => {
this.$emit('start', ...rest)
},
end: (...rest) => {
this.$emit('end', ...rest)
this.hideCanvas()
},
})
})
},
toPlay (e) {
this.myLucky.startCallback()
},
init () {
this.myLucky.init()
},
play (...rest) {
this.myLucky.play(...rest)
},
stop (...rest) {
this.myLucky.stop(...rest)
},
},
}
</script>
<style scoped>
.lucky-box {
position: relative;
overflow: hidden;
margin: 0 auto;
}
.lucky-box canvas {
position: absolute;
pointer-events: none;
left: 0;
top: 0;
}
.lucky-wheel-btn {
position: absolute;
left: 50%;
top: 50%;
transform: translate(-50%, -50%);
background: rgba(0, 0, 0, 0);
border-radius: 50%;
cursor: pointer;
}
.lucky-imgs {
width: 0;
height: 0;
visibility: hidden;
}
</style>
@@ -1,53 +0,0 @@
{
"_from": "@lucky-canvas/uni",
"_id": "@lucky-canvas/uni@0.0.10",
"_inBundle": false,
"_integrity": "sha512-1K7SPr0FT1PfHRYXEh9CwOA/UqayxQosOA8wkZ3w3dfpoB8dij8Y6QGPKjHOMvHRRD1qFU3AEY7XVytjuktVaw==",
"_location": "/@lucky-canvas/uni",
"_phantomChildren": {},
"_requested": {
"type": "tag",
"registry": true,
"raw": "@lucky-canvas/uni",
"name": "@lucky-canvas/uni",
"escapedName": "@lucky-canvas%2funi",
"scope": "@lucky-canvas",
"rawSpec": "",
"saveSpec": null,
"fetchSpec": "latest"
},
"_requiredBy": [
"#USER",
"/"
],
"_resolved": "https://registry.npmjs.org/@lucky-canvas/uni/-/uni-0.0.10.tgz",
"_shasum": "c1b98bb1875049b11840b7f4aa6bfa1f0230fab2",
"_spec": "@lucky-canvas/uni",
"_where": "/Users/ldq/Desktop/temp/test",
"author": {
"name": "ldq",
"email": "ldq404@qq.com"
},
"bundleDependencies": false,
"dependencies": {
"lucky-canvas": "~1.7.19"
},
"deprecated": false,
"description": "uni-app【大转盘 / 九宫格 / 老虎机】抽奖插件",
"files": [
"lucky-wheel.vue",
"lucky-grid.vue",
"slot-machine.vue",
"utils.js",
"demo.vue"
],
"keywords": [
"uni-app抽奖"
],
"license": "Apache-2.0",
"name": "@lucky-canvas/uni",
"scripts": {
"test": "echo \"Error: no test specified\" && exit 1"
},
"version": "0.0.10"
}
@@ -1,214 +0,0 @@
<template>
<view v-if="isShow" class="lucky-box" :style="{ width: boxWidth + 'px', height: boxHeight + 'px' }">
<canvas
type="2d"
id="slot-machine"
canvas-id="slot-machine"
:style="{ width: boxWidth + 'px', height: boxHeight + 'px' }"
></canvas>
<image
v-if="imgSrc"
:src="imgSrc"
@load="myLucky.clearCanvas()"
:style="{ width: boxWidth + 'px', height: boxHeight + 'px' }"
></image>
<!-- #ifndef H5 -->
<view v-if="myLucky">
<div class="lucky-imgs">
<div v-for="(block, index) in blocks" :key="index">
<div v-if="block.imgs">
<image v-for="(img, i) in block.imgs" :key="i" :src="img.src" @load="e => imgBindload(e, 'blocks', index, i)"></image>
</div>
</div>
</div>
<div class="lucky-imgs">
<div v-for="(prize, index) in prizes" :key="index">
<div v-if="prize.imgs">
<image v-for="(img, i) in prize.imgs" :key="i" :src="img.src" @load="e => imgBindload(e, 'prizes', index, i)"></image>
</div>
</div>
</div>
</view>
<!-- #endif -->
</view>
</template>
<script>
import { changeUnits, resolveImage, getImage } from './utils.js'
import { SlotMachine } from '../../lucky-canvas'
export default {
name: 'slot-machine',
data () {
return {
imgSrc: '',
myLucky: null,
canvas: null,
isShow: false,
boxWidth: 100,
boxHeight: 100,
btnWidth: 0,
btnHeight: 0,
dpr: 1,
}
},
props: {
width: {
type: String,
default: '600rpx'
},
height: {
type: String,
default: '600rpx'
},
blocks: {
type: Array,
default: () => []
},
prizes: {
type: Array,
default: () => []
},
slots: {
type: Array,
default: () => []
},
defaultConfig: {
type: Object,
default: () => ({})
},
defaultStyle: {
type: Object,
default: () => ({})
},
},
mounted () {
// #ifndef APP-PLUS
this.initLucky()
// #endif
},
watch: {
blocks (newData) {
this.myLucky && (this.myLucky.blocks = newData)
},
prizes (newData) {
this.myLucky && (this.myLucky.prizes = newData)
},
slots (newData) {
this.myLucky && (this.myLucky.slots = newData)
},
defaultStyle (newData) {
this.myLucky && (this.myLucky.defaultStyle = newData)
},
defaultConfig (newData) {
this.myLucky && (this.myLucky.defaultConfig = newData)
},
},
methods: {
async imgBindload (res, name, index, i) {
const img = this[name][index].imgs[i]
resolveImage(img, this.canvas)
},
getImage () {
return getImage.call(this, 'slot-machine', this.canvas)
},
hideCanvas () {
// #ifdef MP
this.getImage().then(res => {
this.imgSrc = res.tempFilePath
})
// #endif
},
initLucky () {
this.boxWidth = changeUnits(this.width)
this.boxHeight = changeUnits(this.height)
this.isShow = true
// 某些情况下获取不到 canvas
this.$nextTick(() => {
setTimeout(() => {
this.draw()
})
})
},
draw () {
const _this = this
uni.createSelectorQuery().in(this).select('#slot-machine').fields({
node: true, size: true
}).exec((res) => {
// #ifdef H5
res[0].node = document.querySelector('#slot-machine canvas')
// #endif
if (!res[0] || !res[0].node) return console.error('lucky-canvas 获取不到 canvas 标签')
const { node, width, height } = res[0]
const canvas = this.canvas = node
const ctx = this.ctx = canvas.getContext('2d')
const dpr = this.dpr = uni.getSystemInfoSync().pixelRatio
// #ifndef H5
canvas.width = width * dpr
canvas.height = height * dpr
ctx.scale(dpr, dpr)
// #endif
const myLucky = this.myLucky = new SlotMachine({
// #ifdef H5
flag: 'WEB',
// #endif
// #ifdef MP
flag: 'MP-WX',
// #endif
ctx,
dpr,
// #ifndef H5
offscreenCanvas: uni.createOffscreenCanvas({ type: '2d' }),
// #endif
setTimeout,
clearTimeout,
setInterval,
clearInterval,
// #ifdef H5
rAF: requestAnimationFrame,
// #endif
unitFunc: (num, unit) => changeUnits(num + unit),
afterStart: () => {
this.imgSrc = ''
},
}, {
...this.$props,
width,
height,
end: (...rest) => {
this.$emit('end', ...rest)
this.hideCanvas()
},
})
})
},
init () {
this.myLucky.init()
},
play (...rest) {
this.myLucky.play(...rest)
},
stop (...rest) {
this.myLucky.stop(...rest)
},
},
}
</script>
<style scoped>
.lucky-box {
position: relative;
overflow: hidden;
margin: 0 auto;
}
.lucky-box canvas {
position: absolute;
pointer-events: none;
left: 0;
top: 0;
}
.lucky-imgs {
width: 0;
height: 0;
visibility: hidden;
}
</style>
-82
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@@ -1,82 +0,0 @@
let windowWidth = uni.getSystemInfoSync().windowWidth
// uni-app@2.9起, 屏幕最多适配到960, 超出则按375计算
if (windowWidth > 960) windowWidth = 375
export const rpx2px = (value) => {
if (typeof value === 'string') value = Number(value.replace(/[a-z]*/g, ''))
return windowWidth / 750 * value
}
export const changeUnits = (value) => {
return Number(value.replace(/^(\-*[0-9.]*)([a-z%]*)$/, (value, num, unit) => {
switch (unit) {
case 'px':
num *= 1
break
case 'rpx':
num = rpx2px(num)
break
default:
num *= 1
break
}
return num
}))
}
export const resolveImage = async (img, canvas, srcName = 'src', resolveName = '$resolve') => {
let imgObj
// 区分 H5 和小程序
if (window) {
imgObj = new Image()
} else {
imgObj = canvas.createImage()
}
// 成功回调
imgObj.onload = () => {
img[resolveName](imgObj)
}
// 失败回调
imgObj.onerror = (err) => {
console.error(err)
// img['$reject']()
}
// 设置src
imgObj.src = img[srcName]
}
// 旧版canvas引入图片的方法
// export const resolveImage = async (res, img, imgName = 'src', resolveName = '$resolve') => {
// const src = img[imgName]
// const $resolve = img[resolveName]
// // #ifdef MP
// // 如果是base64就调用base64src()方法把图片写入本地, 然后渲染临时路径
// if (/^data:image\/([a-z]+);base64,/.test(src)) {
// const path = await base64src(src)
// $resolve({ ...res.detail, path })
// return
// }
// // #endif
// // 如果是本地图片, 直接返回
// if (src.indexOf('http') !== 0) {
// $resolve({ ...res.detail, path:src })
// return
// }
// // 如果是网络图片, 则通过getImageInfo()方法获取图片宽高
// uni.getImageInfo({
// src: src,
// success: (imgObj) => $resolve(imgObj),
// fail: () => console.error('API `uni.getImageInfo` 加载图片失败', src)
// })
// }
export function getImage(canvasId, canvas) {
return new Promise((resolve, reject) => {
uni.canvasToTempFilePath({
canvas,
canvasId,
success: res => resolve(res),
fail: err => reject(err)
}, this)
})
}
-201
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@@ -1,201 +0,0 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
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APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following
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Copyright [2021] [Li Dong Qi]
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-42
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@@ -1,42 +0,0 @@
<div align="center">
<img src="https://cdn.jsdelivr.net/gh/buuing/cdn/imgs/lucky-canvas.png" width="128" alt="logo" />
<h1>lucky-canvas 抽奖插件</h1>
<p>一个基于 JavaScript 的跨平台 ( 大转盘 / 九宫格 / 老虎机 ) 抽奖插件</p>
<p>
<a href="https://github.com/buuing/lucky-canvas/stargazers" target="_black">
<img src="https://img.shields.io/github/stars/buuing/lucky-canvas?color=%23ffba15&logo=github&style=flat-square" alt="stars" />
</a>
<a href="https://github.com/buuing/lucky-canvas/network/members" target="_black">
<img src="https://img.shields.io/github/forks/buuing/lucky-canvas?color=%23ffba15&logo=github&style=flat-square" alt="forks" />
</a>
<a href="https://github.com/buuing" target="_black">
<img src="https://img.shields.io/badge/Author-%20buuing%20-7289da.svg?&logo=github&style=flat-square" alt="author" />
</a>
<a href="https://github.com/buuing/lucky-canvas/blob/master/LICENSE" target="_black">
<img src="https://img.shields.io/github/license/buuing/lucky-canvas?color=%232dce89&logo=github&style=flat-square" alt="license" />
</a>
</p>
</div>
<br />
## 官方文档 & Demo演示
> **中文**[https://100px.net/usage/js.html](https://100px.net/usage/js.html)
> **English****If anyone can help translate the document, please contact me** `ldq404@qq.com`
<br />
## 在 JS / TS 中使用
- [跳转官网 查看详情](https://100px.net/usage/js.html)
<br />
## 🙏🙏🙏 点个Star
**如果您觉得这个项目还不错, 可以在 [Github](https://github.com/buuing/lucky-canvas) 上面帮我点个`star`, 支持一下作者 ☜(゚ヮ゚☜)**
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module.exports = require('./dist/index.umd.js')
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{
"_from": "lucky-canvas@~1.7.19",
"_id": "lucky-canvas@1.7.19",
"_inBundle": false,
"_integrity": "sha512-Gh6JZg0mc0ej9eG/UdTxwAY/OV2LsOXOF0XOK1lgCfdhMZM3TSphFi65zGL5lTVbFn9mNhieT6X3f3NNL3ihKg==",
"_location": "/lucky-canvas",
"_phantomChildren": {},
"_requested": {
"type": "range",
"registry": true,
"raw": "lucky-canvas@~1.7.19",
"name": "lucky-canvas",
"escapedName": "lucky-canvas",
"rawSpec": "~1.7.19",
"saveSpec": null,
"fetchSpec": "~1.7.19"
},
"_requiredBy": [
"/@lucky-canvas/uni"
],
"_resolved": "https://registry.npmjs.org/lucky-canvas/-/lucky-canvas-1.7.19.tgz",
"_shasum": "8983bd1739bb9b228768470508ab4e5c84b8df33",
"_spec": "lucky-canvas@~1.7.19",
"_where": "/Users/ldq/Desktop/temp/test/node_modules/@lucky-canvas/uni",
"author": {
"name": "ldq",
"email": "ldq404@qq.com"
},
"bugs": {
"url": "https://github.com/LuckDraw/lucky-canvas/issues"
},
"bundleDependencies": false,
"dependencies": {},
"deprecated": false,
"description": "一个基于原生 js 的(大转盘 / 九宫格 / 老虎机)抽奖插件",
"devDependencies": {
"@babel/core": "^7.12.3",
"@babel/plugin-transform-runtime": "^7.16.4",
"@babel/preset-env": "^7.12.1",
"@babel/runtime": "^7.16.3",
"@rollup/plugin-commonjs": "^16.0.0",
"@rollup/plugin-eslint": "^8.0.1",
"@rollup/plugin-json": "^4.1.0",
"@rollup/plugin-node-resolve": "^10.0.0",
"@rollup/plugin-typescript": "^6.1.0",
"@typescript-eslint/parser": "^4.14.0",
"babel-plugin-external-helpers": "^6.22.0",
"babel-preset-latest": "^6.24.1",
"core-js": "^3.19.2",
"eslint": "^7.18.0",
"eslint-plugin-prettier": "^3.3.1",
"prettier": "^2.2.1",
"rollup": "^2.33.1",
"rollup-plugin-babel": "^4.4.0",
"rollup-plugin-delete": "^2.0.0",
"rollup-plugin-dts": "^3.0.2",
"rollup-plugin-livereload": "^2.0.0",
"rollup-plugin-serve": "^1.1.0",
"rollup-plugin-terser": "^7.0.2",
"rollup-plugin-typescript2": "^0.30.0",
"tslib": "^2.3.1",
"typescript": "^4.0.5"
},
"files": [
"dist",
"types",
"index.js"
],
"homepage": "https://100px.net",
"jsdelivr": "dist/index.umd.js",
"keywords": [
"大转盘抽奖",
"九宫格抽奖",
"老虎机抽奖",
"抽奖插件",
"js抽奖",
"移动端抽奖",
"canvas抽奖"
],
"license": "Apache-2.0",
"main": "dist/index.cjs.js",
"module": "dist/index.esm.js",
"name": "lucky-canvas",
"repository": {
"type": "git",
"url": "git+https://github.com/LuckDraw/lucky-canvas.git",
"directory": "packages/lucky-canvas"
},
"scripts": {
"build": "rollup --config rollup.config.build.js",
"dev": "rollup --config rollup.config.dev.js -w"
},
"types": "types/index.d.ts",
"unpkg": "dist/index.umd.js",
"version": "1.7.19"
}
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declare type FontItemType = {
text: string;
top?: string | number;
fontColor?: string;
fontSize?: string;
fontStyle?: string;
fontWeight?: string;
lineHeight?: string;
};
declare type FontExtendType = {
wordWrap?: boolean;
lengthLimit?: string | number;
lineClamp?: number;
};
declare type ImgType = HTMLImageElement | HTMLCanvasElement;
declare type ImgItemType = {
src: string;
top?: string | number;
width?: string;
height?: string;
formatter?: (img: ImgType) => ImgType;
$resolve?: Function;
$reject?: Function;
};
declare type BorderRadiusType = string | number;
declare type BackgroundType = string;
declare type ShadowType = string;
declare type ConfigType = {
nodeType?: number;
flag: 'WEB' | 'MP-WX' | 'UNI-H5' | 'UNI-MP' | 'TARO-H5' | 'TARO-MP';
el?: string;
divElement?: HTMLDivElement;
canvasElement?: HTMLCanvasElement;
ctx: CanvasRenderingContext2D;
dpr: number;
handleCssUnit?: (num: number, unit: string) => number;
rAF?: Function;
setTimeout: Function;
setInterval: Function;
clearTimeout: Function;
clearInterval: Function;
beforeCreate?: Function;
beforeResize?: Function;
afterResize?: Function;
beforeInit?: Function;
afterInit?: Function;
beforeDraw?: Function;
afterDraw?: Function;
afterStart?: Function;
};
declare type RequireKey = 'width' | 'height';
declare type UserConfigType = Partial<Omit<ConfigType, RequireKey>> & Required<Pick<ConfigType, RequireKey>>;
declare type Tuple<T, Len extends number, Res extends T[] = []> = Res['length'] extends Len ? Res : Tuple<T, Len, [...Res, T]>;
interface WatchOptType {
handler?: () => Function;
immediate?: boolean;
deep?: boolean;
}
declare class Lucky {
protected readonly version: string;
protected readonly config: ConfigType;
protected readonly ctx: CanvasRenderingContext2D;
protected htmlFontSize: number;
protected rAF: Function;
protected boxWidth: number;
protected boxHeight: number;
protected data: {
width: string | number;
height: string | number;
};
/**
* 公共构造器
* @param config
*/
constructor(config: string | HTMLDivElement | UserConfigType, data: {
width: string | number;
height: string | number;
});
/**
* 初始化组件大小/单位
*/
protected resize(): void;
/**
* 初始化方法
*/
protected initLucky(): void;
/**
* 鼠标点击事件
* @param e 事件参数
*/
protected handleClick(e: MouseEvent): void;
/**
* 根标签的字体大小
*/
protected setHTMLFontSize(): void;
clearCanvas(): void;
/**
* 设备像素比
* window 环境下自动获取, 其余环境手动传入
*/
protected setDpr(): void;
/**
* 重置盒子和canvas的宽高
*/
private resetWidthAndHeight;
/**
* 根据 dpr 缩放 canvas 并处理位移
*/
protected zoomCanvas(): void;
/**
* 从 window 对象上获取一些方法
*/
private initWindowFunction;
/**
* 异步加载图片并返回图片的几何信息
* @param src 图片路径
* @param info 图片信息
*/
protected loadImg(src: string, info: ImgItemType, resolveName?: string): Promise<ImgType>;
/**
* 公共绘制图片的方法
* @param imgObj 图片对象
* @param rectInfo: [x轴位置, y轴位置, 渲染宽度, 渲染高度]
*/
protected drawImage(ctx: CanvasRenderingContext2D, imgObj: ImgType, ...rectInfo: [...Tuple<number, 4>, ...Partial<Tuple<number, 4>>]): void;
/**
* 获取长度
* @param length 将要转换的长度
* @return 返回长度
*/
protected getLength(length: string | number | undefined): number;
/**
* 转换单位
* @param { string } value 将要转换的值
* @param { number } denominator 分子
* @return { number } 返回新的字符串
*/
protected changeUnits(value: string, denominator?: number): number;
/**
* 计算图片的渲染宽高
* @param imgObj 图片标签元素
* @param imgInfo 图片信息
* @param maxWidth 最大宽度
* @param maxHeight 最大高度
* @return [渲染宽度, 渲染高度]
*/
protected computedWidthAndHeight(imgObj: ImgType, imgInfo: ImgItemType, maxWidth: number, maxHeight: number): [number, number];
/**
* 转换并获取宽度
* @param width 将要转换的宽度
* @param maxWidth 最大宽度
* @return 返回相对宽度
*/
protected getWidth(width: string | number | undefined, maxWidth: number): number;
/**
* 转换并获取高度
* @param height 将要转换的高度
* @param maxHeight 最大高度
* @return 返回相对高度
*/
protected getHeight(height: string | number | undefined, maxHeight: number): number;
/**
* 获取相对(居中)X坐标
* @param width
* @param col
*/
protected getOffsetX(width: number, maxWidth?: number): number;
protected getOffscreenCanvas(width: number, height: number): {
_offscreenCanvas: HTMLCanvasElement;
_ctx: CanvasRenderingContext2D;
} | void;
/**
* 添加一个新的响应式数据 (临时)
* @param data 数据
* @param key 属性
* @param value 新值
*/
$set(data: object, key: string | number, value: any): void;
/**
* 添加一个属性计算 (临时)
* @param data 源数据
* @param key 属性名
* @param callback 回调函数
*/
protected $computed(data: object, key: string, callback: Function): void;
/**
* 添加一个观察者 create user watcher
* @param expr 表达式
* @param handler 回调函数
* @param watchOpt 配置参数
* @return 卸载当前观察者的函数 (暂未返回)
*/
protected $watch(expr: string | Function, handler: Function | WatchOptType, watchOpt?: WatchOptType): Function;
}
declare type PrizeFontType$2 = FontItemType & FontExtendType;
declare type ButtonFontType$1 = FontItemType & {};
declare type BlockImgType$2 = ImgItemType & {
rotate?: boolean;
};
declare type PrizeImgType$2 = ImgItemType & {};
declare type ButtonImgType$1 = ImgItemType & {};
declare type BlockType$2 = {
padding?: string;
background?: BackgroundType;
imgs?: Array<BlockImgType$2>;
};
declare type PrizeType$2 = {
range?: number;
background?: BackgroundType;
fonts?: Array<PrizeFontType$2>;
imgs?: Array<PrizeImgType$2>;
};
declare type ButtonType$1 = {
radius?: string;
pointer?: boolean;
background?: BackgroundType;
fonts?: Array<ButtonFontType$1>;
imgs?: Array<ButtonImgType$1>;
};
declare type DefaultConfigType$2 = {
gutter?: string | number;
offsetDegree?: number;
speed?: number;
speedFunction?: string;
accelerationTime?: number;
decelerationTime?: number;
stopRange?: number;
};
declare type DefaultStyleType$2 = {
background?: BackgroundType;
fontColor?: PrizeFontType$2['fontColor'];
fontSize?: PrizeFontType$2['fontSize'];
fontStyle?: PrizeFontType$2['fontStyle'];
fontWeight?: PrizeFontType$2['fontWeight'];
lineHeight?: PrizeFontType$2['lineHeight'];
wordWrap?: PrizeFontType$2['wordWrap'];
lengthLimit?: PrizeFontType$2['lengthLimit'];
lineClamp?: PrizeFontType$2['lineClamp'];
};
declare type StartCallbackType$1 = (e: MouseEvent) => void;
declare type EndCallbackType$2 = (prize: object) => void;
interface LuckyWheelConfig {
width: string | number;
height: string | number;
blocks?: Array<BlockType$2>;
prizes?: Array<PrizeType$2>;
buttons?: Array<ButtonType$1>;
defaultConfig?: DefaultConfigType$2;
defaultStyle?: DefaultStyleType$2;
start?: StartCallbackType$1;
end?: EndCallbackType$2;
}
declare class LuckyWheel extends Lucky {
private blocks;
private prizes;
private buttons;
private defaultConfig;
private defaultStyle;
private _defaultConfig;
private _defaultStyle;
private startCallback?;
private endCallback?;
private Radius;
private prizeRadius;
private prizeDeg;
private prizeRadian;
private rotateDeg;
private maxBtnRadius;
private startTime;
private endTime;
private stopDeg;
private endDeg;
private FPS;
/**
* 游戏当前的阶段
* step = 0 时, 游戏尚未开始
* step = 1 时, 此时处于加速阶段
* step = 2 时, 此时处于匀速阶段
* step = 3 时, 此时处于减速阶段
*/
private step;
/**
* 中奖索引
* prizeFlag = undefined 时, 处于开始抽奖阶段, 正常旋转
* prizeFlag >= 0 时, 说明stop方法被调用, 并且传入了中奖索引
* prizeFlag === -1 时, 说明stop方法被调用, 并且传入了负值, 本次抽奖无效
*/
private prizeFlag;
private ImageCache;
/**
* 大转盘构造器
* @param config 配置项
* @param data 抽奖数据
*/
constructor(config: UserConfigType, data: LuckyWheelConfig);
protected resize(): void;
protected initLucky(): void;
/**
* 初始化数据
* @param data
*/
private initData;
/**
* 初始化属性计算
*/
private initComputed;
/**
* 初始化观察者
*/
private initWatch;
/**
* 初始化 canvas 抽奖
*/
init(): Promise<void>;
private initImageCache;
/**
* canvas点击事件
* @param e 事件参数
*/
protected handleClick(e: MouseEvent): void;
/**
* 根据索引单独加载指定图片并缓存
* @param cellName 模块名称
* @param cellIndex 模块索引
* @param imgName 模块对应的图片缓存
* @param imgIndex 图片索引
*/
private loadAndCacheImg;
private drawBlock;
/**
* 开始绘制
*/
protected draw(): void;
/**
* 刻舟求剑
*/
private carveOnGunwaleOfAMovingBoat;
/**
* 对外暴露: 开始抽奖方法
*/
play(): void;
/**
* 对外暴露: 缓慢停止方法
* @param index 中奖索引
*/
stop(index?: number): void;
/**
* 实际开始执行方法
* @param num 记录帧动画执行多少次
*/
private run;
/**
* 换算渲染坐标
* @param x
* @param y
*/
protected conversionAxis(x: number, y: number): [number, number];
}
declare type PrizeFontType$1 = FontItemType & FontExtendType;
declare type ButtonFontType = FontItemType & FontExtendType;
declare type BlockImgType$1 = ImgItemType & {};
declare type PrizeImgType$1 = ImgItemType & {
activeSrc?: string;
};
declare type ButtonImgType = ImgItemType & {};
declare type BlockType$1 = {
borderRadius?: BorderRadiusType;
background?: BackgroundType;
padding?: string;
paddingTop?: string | number;
paddingRight?: string | number;
paddingBottom?: string | number;
paddingLeft?: string | number;
imgs?: Array<BlockImgType$1>;
};
declare type CellType<T, U> = {
x: number;
y: number;
col?: number;
row?: number;
borderRadius?: BorderRadiusType;
background?: BackgroundType;
shadow?: ShadowType;
fonts?: Array<T>;
imgs?: Array<U>;
};
declare type PrizeType$1 = CellType<PrizeFontType$1, PrizeImgType$1> & {
range?: number;
disabled?: boolean;
};
declare type ButtonType = CellType<ButtonFontType, ButtonImgType> & {
callback?: Function;
};
declare type DefaultConfigType$1 = {
gutter?: number;
speed?: number;
accelerationTime?: number;
decelerationTime?: number;
};
declare type DefaultStyleType$1 = {
borderRadius?: BorderRadiusType;
background?: BackgroundType;
shadow?: ShadowType;
fontColor?: PrizeFontType$1['fontColor'];
fontSize?: PrizeFontType$1['fontSize'];
fontStyle?: PrizeFontType$1['fontStyle'];
fontWeight?: PrizeFontType$1['fontWeight'];
lineHeight?: PrizeFontType$1['lineHeight'];
wordWrap?: PrizeFontType$1['wordWrap'];
lengthLimit?: PrizeFontType$1['lengthLimit'];
lineClamp?: PrizeFontType$1['lineClamp'];
};
declare type ActiveStyleType = {
background?: BackgroundType;
shadow?: ShadowType;
fontColor?: PrizeFontType$1['fontColor'];
fontSize?: PrizeFontType$1['fontSize'];
fontStyle?: PrizeFontType$1['fontStyle'];
fontWeight?: PrizeFontType$1['fontWeight'];
lineHeight?: PrizeFontType$1['lineHeight'];
};
declare type RowsType = number;
declare type ColsType = number;
declare type StartCallbackType = (e: MouseEvent, button?: ButtonType) => void;
declare type EndCallbackType$1 = (prize: object) => void;
interface LuckyGridConfig {
width: string | number;
height: string | number;
rows?: RowsType;
cols?: ColsType;
blocks?: Array<BlockType$1>;
prizes?: Array<PrizeType$1>;
buttons?: Array<ButtonType>;
button?: ButtonType;
defaultConfig?: DefaultConfigType$1;
defaultStyle?: DefaultStyleType$1;
activeStyle?: ActiveStyleType;
start?: StartCallbackType;
end?: EndCallbackType$1;
}
declare class LuckyGrid extends Lucky {
private rows;
private cols;
private blocks;
private prizes;
private buttons;
private button?;
private defaultConfig;
private defaultStyle;
private activeStyle;
private _defaultConfig;
private _defaultStyle;
private _activeStyle;
private startCallback?;
private endCallback?;
private cellWidth;
private cellHeight;
private startTime;
private endTime;
private currIndex;
private stopIndex;
private endIndex;
private demo;
private timer;
private FPS;
/**
* 游戏当前的阶段
* step = 0 时, 游戏尚未开始
* step = 1 时, 此时处于加速阶段
* step = 2 时, 此时处于匀速阶段
* step = 3 时, 此时处于减速阶段
*/
private step;
/**
* 中奖索引
* prizeFlag = undefined 时, 处于开始抽奖阶段, 正常旋转
* prizeFlag >= 0 时, 说明stop方法被调用, 并且传入了中奖索引
* prizeFlag === -1 时, 说明stop方法被调用, 并且传入了负值, 本次抽奖无效
*/
private prizeFlag;
private cells;
private prizeArea;
private ImageCache;
/**
* 九宫格构造器
* @param config 配置项
* @param data 抽奖数据
*/
constructor(config: UserConfigType, data: LuckyGridConfig);
protected resize(): void;
protected initLucky(): void;
/**
* 初始化数据
* @param data
*/
private initData;
/**
* 初始化属性计算
*/
private initComputed;
/**
* 初始化观察者
*/
private initWatch;
/**
* 初始化 canvas 抽奖
*/
init(): Promise<void>;
private initImageCache;
/**
* canvas点击事件
* @param e 事件参数
*/
protected handleClick(e: MouseEvent): void;
/**
* 根据索引单独加载指定图片并缓存
* @param cellName 模块名称
* @param cellIndex 模块索引
* @param imgName 模块对应的图片缓存
* @param imgIndex 图片索引
*/
private loadAndCacheImg;
/**
* 绘制九宫格抽奖
*/
protected draw(): void;
/**
* 处理背景色
* @param x
* @param y
* @param width
* @param height
* @param background
* @param isActive
*/
private handleBackground;
/**
* 刻舟求剑
*/
private carveOnGunwaleOfAMovingBoat;
/**
* 对外暴露: 开始抽奖方法
*/
play(): void;
/**
* 对外暴露: 缓慢停止方法
* @param index 中奖索引
*/
stop(index?: number): void;
/**
* 实际开始执行方法
* @param num 记录帧动画执行多少次
*/
private run;
/**
* 计算奖品格子的几何属性
* @param { array } [...矩阵坐标, col, row]
* @return { array } [...真实坐标, width, height]
*/
private getGeometricProperty;
/**
* 换算渲染坐标
* @param x
* @param y
*/
protected conversionAxis(x: number, y: number): [number, number];
}
declare type PrizeFontType = FontItemType & FontExtendType;
declare type BlockImgType = ImgItemType & {};
declare type PrizeImgType = ImgItemType;
declare type BlockType = {
borderRadius?: BorderRadiusType;
background?: BackgroundType;
padding?: string;
paddingTop?: string | number;
paddingRight?: string | number;
paddingBottom?: string | number;
paddingLeft?: string | number;
imgs?: Array<BlockImgType>;
};
declare type PrizeType = {
borderRadius?: BorderRadiusType;
background?: BackgroundType;
fonts?: Array<PrizeFontType>;
imgs?: Array<PrizeImgType>;
};
declare type SlotType = {
order?: number[];
speed?: number;
direction?: 1 | -1;
};
declare type DefaultConfigType = {
/**
* vertical 为纵向旋转
* horizontal 为横向旋转
*/
mode?: 'vertical' | 'horizontal';
/**
* 当排列方向 = `vertical`时
* 1 bottom to top
* -1 top to bottom
* 当排列方向 = `horizontal`时
* 1 right to left
* -1 left to right
*/
direction?: 1 | -1;
rowSpacing?: number;
colSpacing?: number;
speed?: number;
accelerationTime?: number;
decelerationTime?: number;
};
declare type DefaultStyleType = {
borderRadius?: BorderRadiusType;
background?: BackgroundType;
fontColor?: PrizeFontType['fontColor'];
fontSize?: PrizeFontType['fontSize'];
fontStyle?: PrizeFontType['fontStyle'];
fontWeight?: PrizeFontType['fontWeight'];
lineHeight?: PrizeFontType['lineHeight'];
wordWrap?: PrizeFontType['wordWrap'];
lengthLimit?: PrizeFontType['lengthLimit'];
lineClamp?: PrizeFontType['lineClamp'];
};
declare type EndCallbackType = (prize: PrizeType | undefined) => void;
interface SlotMachineConfig {
width: string | number;
height: string | number;
blocks?: Array<BlockType>;
prizes?: Array<PrizeType>;
slots?: Array<SlotType>;
defaultConfig?: DefaultConfigType;
defaultStyle?: DefaultStyleType;
end?: EndCallbackType;
}
declare class SlotMachine extends Lucky {
private blocks;
private prizes;
private slots;
private defaultConfig;
private _defaultConfig;
private defaultStyle;
private _defaultStyle;
private endCallback;
private _offscreenCanvas?;
private cellWidth;
private cellHeight;
private cellAndSpacing;
private widthAndSpacing;
private heightAndSpacing;
private FPS;
private scroll;
private stopScroll;
private endScroll;
private startTime;
private endTime;
/**
* 游戏当前的阶段
* step = 0 时, 游戏尚未开始
* step = 1 时, 此时处于加速阶段
* step = 2 时, 此时处于匀速阶段
* step = 3 时, 此时处于减速阶段
*/
private step;
/**
* 中奖索引
* prizeFlag = undefined 时, 处于开始抽奖阶段, 正常旋转
* prizeFlag >= 0 时, 说明stop方法被调用, 并且传入了中奖索引
* prizeFlag === -1 时, 说明stop方法被调用, 并且传入了负值, 本次抽奖无效
*/
private prizeFlag;
private prizeArea?;
private ImageCache;
/**
* 老虎机构造器
* @param config 配置项
* @param data 抽奖数据
*/
constructor(config: UserConfigType, data: SlotMachineConfig);
protected resize(): void;
protected initLucky(): void;
/**
* 初始化数据
* @param data
*/
private initData;
/**
* 初始化属性计算
*/
private initComputed;
/**
* 初始化观察者
*/
private initWatch;
/**
* 初始化 canvas 抽奖
*/
init(): Promise<void>;
private initImageCache;
/**
* 根据索引单独加载指定图片并缓存
* @param cellName 模块名称
* @param cellIndex 模块索引
* @param imgName 模块对应的图片缓存
* @param imgIndex 图片索引
*/
private loadAndCacheImg;
/**
* 绘制离屏canvas
*/
protected drawOffscreenCanvas(): void;
/**
* 绘制背景区域
*/
protected drawBlocks(): SlotMachine['prizeArea'];
/**
* 绘制老虎机抽奖
*/
protected draw(): void;
/**
* 刻舟求剑
*/
private carveOnGunwaleOfAMovingBoat;
/**
* 对外暴露: 开始抽奖方法
*/
play(): void;
stop(index: number | number[]): void;
/**
* 让游戏动起来
* @param num 记录帧动画执行多少次
*/
private run;
private displacement;
private displacementWidthOrHeight;
}
/**
* 切割圆角
* @param img 将要裁剪的图片对象
* @param radius 裁剪的圆角半径
* @returns 返回一个离屏 canvas 用于渲染
*/
declare const cutRound: (img: ImgType, radius: number) => ImgType;
/**
* 透明度
* @param img 将要处理的图片对象
* @param opacity 透明度
* @returns 返回一个离屏 canvas 用于渲染
*/
declare const opacity: (img: ImgType, opacity: number) => ImgType;
export { LuckyGrid, LuckyWheel, SlotMachine, cutRound, opacity };