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TypeScript notification.default函数代码示例

本文整理汇总了TypeScript中common/notification.default函数的典型用法代码示例。如果您正苦于以下问题:TypeScript default函数的具体用法?TypeScript default怎么用?TypeScript default使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了default函数的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。

示例1: notifyNew

 function notifyNew() {
   if (!data || data.pager.currentPage !== 1) return;
   const notif = data.pager.currentPageResults.find(n => !n.read);
   if (!notif) return;
   opts.pulse();
   if (!li.quietMode) li.sound.newPM();
   const text = asText(notif);
   if (text) notify(text);
 }
开发者ID:ornicar,项目名称:lila,代码行数:9,代码来源:ctrl.ts

示例2: notify

 data.in.forEach(c => {
   if (li.once('c-' + c.id)) {
     if (!li.quietMode && data.in.length <= 3) {
       opts.show();
       li.sound.newChallenge();
     }
     c.challenger && notify(showUser(c.challenger) + ' challenges you!');
     opts.pulse();
   }
 });
开发者ID:ornicar,项目名称:lila,代码行数:10,代码来源:ctrl.ts

示例3: curCounter

  return function curCounter() {
    let secondsToStart = targetTime - Date.now() / 1000;

    // always play the 0 sound before completing.
    let bestTick = Math.max(0, Math.round(secondsToStart));
    if (bestTick <= 10) li.sound['countDown' + bestTick]();

    if (bestTick > 0) {
      let nextTick = Math.min(10, bestTick - 1);
      countDownTimeout = setTimeout(curCounter, 1000 *
        Math.min(1.1, Math.max(0.8, (secondsToStart - nextTick))));
    }

    if (!started && bestTick <= 10) {
      started = true;
      notify('The tournament is starting!');
    }
  };
开发者ID:ornicar,项目名称:lila,代码行数:18,代码来源:sound.ts

示例4: make

export function make(send: SocketSend, ctrl: RoundController): RoundSocket {

  function reload(o: Incoming, isRetry?: boolean) {
    // avoid reload if possible!
    if (o && o.t) {
      ctrl.setLoading(false);
      handlers[o.t](o.d);
    }
    else xhr.reload(ctrl).then(data => {
      if (li.socket.getVersion() > data.player.version) {
        // race condition! try to reload again
        if (isRetry) li.reload(); // give up and reload the page
        else reload(o, true);
      }
      else ctrl.reload(data);
    });
  };

  const handlers: Handlers = {
    takebackOffers(o) {
      ctrl.setLoading(false);
      ctrl.data.player.proposingTakeback = o[ctrl.data.player.color];
      const fromOp = ctrl.data.opponent.proposingTakeback = o[ctrl.data.opponent.color];
      if (fromOp) notify(ctrl.trans('yourOpponentProposesATakeback'));
      ctrl.redraw();
    },
    move: ctrl.apiMove,
    drop: ctrl.apiMove,
    reload,
    redirect: ctrl.setRedirecting,
    clockInc(o) {
      if (ctrl.clock) {
        ctrl.clock.addTime(o.color, o.time);
        ctrl.redraw();
      }
    },
    cclock(o) {
      if (ctrl.corresClock) {
        ctrl.data.correspondence.white = o.white;
        ctrl.data.correspondence.black = o.black;
        ctrl.corresClock.update(o.white, o.black);
        ctrl.redraw();
      }
    },
    crowd(o) {
      game.setOnGame(ctrl.data, 'white', o['white']);
      game.setOnGame(ctrl.data, 'black', o['black']);
      ctrl.redraw();
    },
    // end: function(winner) { } // use endData instead
    endData(o: ApiEnd) {
      ctrl.endWithData(o);
    },
    rematchOffer(by: Color) {
      ctrl.data.player.offeringRematch = by === ctrl.data.player.color;
      const fromOp = ctrl.data.opponent.offeringRematch = by === ctrl.data.opponent.color;
      if (fromOp) notify(ctrl.trans('yourOpponentWantsToPlayANewGameWithYou'));
      ctrl.redraw();
    },
    rematchTaken(nextId: string) {
      ctrl.data.game.rematch = nextId;
      if (!ctrl.data.player.spectator) ctrl.setLoading(true);
      else ctrl.redraw();
    },
    drawOffer(by) {
      ctrl.data.player.offeringDraw = by === ctrl.data.player.color;
      const fromOp = ctrl.data.opponent.offeringDraw = by === ctrl.data.opponent.color;
      if (fromOp) notify(ctrl.trans('yourOpponentOffersADraw'));
      ctrl.redraw();
    },
    berserk(color: Color) {
      ctrl.setBerserk(color);
    },
    gone(isGone) {
      if (!ctrl.data.opponent.ai) {
        game.setIsGone(ctrl.data, ctrl.data.opponent.color, isGone);
        ctrl.redraw();
      }
    },
    checkCount(e) {
      ctrl.data.player.checks = ctrl.data.player.color == 'white' ? e.white : e.black;
      ctrl.data.opponent.checks = ctrl.data.opponent.color == 'white' ? e.white : e.black;
      ctrl.redraw();
    },
    simulPlayerMove(gameId: string) {
      if (
        ctrl.opts.userId &&
        ctrl.data.simul &&
        ctrl.opts.userId == ctrl.data.simul.hostId &&
        gameId !== ctrl.data.game.id &&
        ctrl.moveOn.get() &&
        ctrl.chessground.state.turnColor !== ctrl.chessground.state.movable.color) {
        ctrl.setRedirecting();
        sound.move();
        li.hasToReload = true;
        location.href = '/' + gameId;
      }
    },
    simulEnd(simul: game.Simul) {
      li.loadCssPath('modal');
//.........这里部分代码省略.........
开发者ID:ornicar,项目名称:lila,代码行数:101,代码来源:socket.ts


注:本文中的common/notification.default函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。