diff --git a/play/assets/tmpGame.meta b/play/assets/scene.meta
similarity index 100%
rename from play/assets/tmpGame.meta
rename to play/assets/scene.meta
diff --git a/play/assets/tmpGame/audios.meta b/play/assets/scene/audios.meta
similarity index 100%
rename from play/assets/tmpGame/audios.meta
rename to play/assets/scene/audios.meta
diff --git a/play/assets/tmpGame/audios/.keep b/play/assets/scene/audios/.keep
similarity index 100%
rename from play/assets/tmpGame/audios/.keep
rename to play/assets/scene/audios/.keep
diff --git a/play/assets/tmpGame/audios/btn.mp3 b/play/assets/scene/audios/btn.mp3
similarity index 100%
rename from play/assets/tmpGame/audios/btn.mp3
rename to play/assets/scene/audios/btn.mp3
diff --git a/play/assets/tmpGame/audios/btn.mp3.meta b/play/assets/scene/audios/btn.mp3.meta
similarity index 100%
rename from play/assets/tmpGame/audios/btn.mp3.meta
rename to play/assets/scene/audios/btn.mp3.meta
diff --git a/play/assets/tmpGame/dragonBones.meta b/play/assets/scene/dragonBones.meta
similarity index 100%
rename from play/assets/tmpGame/dragonBones.meta
rename to play/assets/scene/dragonBones.meta
diff --git a/play/assets/tmpGame/dragonBones/.keep b/play/assets/scene/dragonBones/.keep
similarity index 100%
rename from play/assets/tmpGame/dragonBones/.keep
rename to play/assets/scene/dragonBones/.keep
diff --git a/play/assets/tmpGame/fonts.meta b/play/assets/scene/fonts.meta
similarity index 100%
rename from play/assets/tmpGame/fonts.meta
rename to play/assets/scene/fonts.meta
diff --git a/play/assets/tmpGame/fonts/.keep b/play/assets/scene/fonts/.keep
similarity index 100%
rename from play/assets/tmpGame/fonts/.keep
rename to play/assets/scene/fonts/.keep
diff --git a/play/assets/tmpGame/fonts/BRLNSDB.TTF b/play/assets/scene/fonts/BRLNSDB.TTF
similarity index 100%
rename from play/assets/tmpGame/fonts/BRLNSDB.TTF
rename to play/assets/scene/fonts/BRLNSDB.TTF
diff --git a/play/assets/tmpGame/fonts/BRLNSDB.TTF.meta b/play/assets/scene/fonts/BRLNSDB.TTF.meta
similarity index 100%
rename from play/assets/tmpGame/fonts/BRLNSDB.TTF.meta
rename to play/assets/scene/fonts/BRLNSDB.TTF.meta
diff --git a/play/assets/tmpGame/scene.meta b/play/assets/scene/scene.meta
similarity index 100%
rename from play/assets/tmpGame/scene.meta
rename to play/assets/scene/scene.meta
diff --git a/play/assets/tmpGame/scene/Scene.fire b/play/assets/scene/scene/scene.fire
similarity index 100%
rename from play/assets/tmpGame/scene/Scene.fire
rename to play/assets/scene/scene/scene.fire
diff --git a/play/assets/tmpGame/scene/Scene.fire.meta b/play/assets/scene/scene/scene.fire.meta
similarity index 86%
rename from play/assets/tmpGame/scene/Scene.fire.meta
rename to play/assets/scene/scene/scene.fire.meta
index 882c11e92468b589b3b4c64d1221e408403db119..14547b7500704cb012d18409488069767dd19f5c 100644
--- a/play/assets/tmpGame/scene/Scene.fire.meta
+++ b/play/assets/scene/scene/scene.fire.meta
@@ -1,5 +1,5 @@
 {
-  "ver": "1.2.7",
+  "ver": "1.2.9",
   "uuid": "57ea7c61-9b8b-498a-b024-c98ee9124beb",
   "asyncLoadAssets": false,
   "autoReleaseAssets": true,
diff --git a/play/assets/tmpGame/script/Scene.js b/play/assets/scene/scene/scene.js
similarity index 98%
rename from play/assets/tmpGame/script/Scene.js
rename to play/assets/scene/scene/scene.js
index 4dbf500942eda2ba55878a50b7fa99f6e52aedb1..c4bbeaea00e0287c2d14cb7ccf05af3ac1f248a5 100644
--- a/play/assets/tmpGame/script/Scene.js
+++ b/play/assets/scene/scene/scene.js
@@ -1,3 +1,5 @@
+import { onHomeworkFinish } from "./util";
+
 cc.Class({
 
 	extends: cc.Component,
@@ -230,6 +232,9 @@ cc.Class({
 			this.curPage = 0
 			this.leftMove();
 
+			// 游戏结束时需要调用这个方法通知系统作业完成
+			onHomeworkFinish();
+
 			cc.audioEngine.play(this.audioBtn.clip, false, 0.8)
 		})
 
diff --git a/play/assets/tmpGame/script/Scene.js.meta b/play/assets/scene/scene/scene.js.meta
similarity index 100%
rename from play/assets/tmpGame/script/Scene.js.meta
rename to play/assets/scene/scene/scene.js.meta
diff --git a/play/assets/tmpGame/script.meta b/play/assets/scene/script.meta
similarity index 100%
rename from play/assets/tmpGame/script.meta
rename to play/assets/scene/script.meta
diff --git a/play/assets/scene/script/runtime.js b/play/assets/scene/script/runtime.js
new file mode 100644
index 0000000000000000000000000000000000000000..4c17bb067109366b37fbc21e0f255a54c56a4e38
--- /dev/null
+++ b/play/assets/scene/script/runtime.js
@@ -0,0 +1,727 @@
+/**
+ * Copyright (c) 2014-present, Facebook, Inc.
+ *
+ * This source code is licensed under the MIT license found in the
+ * LICENSE file in the root directory of this source tree.
+ */
+
+!(function (global) {
+  "use strict";
+
+  var Op = Object.prototype;
+  var hasOwn = Op.hasOwnProperty;
+  var undefined; // More compressible than void 0.
+  var $Symbol = typeof Symbol === "function" ? Symbol : {};
+  var iteratorSymbol = $Symbol.iterator || "@@iterator";
+  var asyncIteratorSymbol = $Symbol.asyncIterator || "@@asyncIterator";
+  var toStringTagSymbol = $Symbol.toStringTag || "@@toStringTag";
+
+  var inModule = typeof module === "object";
+  var runtime = global.regeneratorRuntime;
+  if (runtime) {
+    if (inModule) {
+      // If regeneratorRuntime is defined globally and we're in a module,
+      // make the exports object identical to regeneratorRuntime.
+      module.exports = runtime;
+    }
+    // Don't bother evaluating the rest of this file if the runtime was
+    // already defined globally.
+    return;
+  }
+
+  // Define the runtime globally (as expected by generated code) as either
+  // module.exports (if we're in a module) or a new, empty object.
+  runtime = global.regeneratorRuntime = inModule ? module.exports : {};
+
+  function wrap(innerFn, outerFn, self, tryLocsList) {
+    // If outerFn provided and outerFn.prototype is a Generator, then outerFn.prototype instanceof Generator.
+    var protoGenerator = outerFn && outerFn.prototype instanceof Generator ? outerFn : Generator;
+    var generator = Object.create(protoGenerator.prototype);
+    var context = new Context(tryLocsList || []);
+
+    // The ._invoke method unifies the implementations of the .next,
+    // .throw, and .return methods.
+    generator._invoke = makeInvokeMethod(innerFn, self, context);
+
+    return generator;
+  }
+  runtime.wrap = wrap;
+
+  // Try/catch helper to minimize deoptimizations. Returns a completion
+  // record like context.tryEntries[i].completion. This interface could
+  // have been (and was previously) designed to take a closure to be
+  // invoked without arguments, but in all the cases we care about we
+  // already have an existing method we want to call, so there's no need
+  // to create a new function object. We can even get away with assuming
+  // the method takes exactly one argument, since that happens to be true
+  // in every case, so we don't have to touch the arguments object. The
+  // only additional allocation required is the completion record, which
+  // has a stable shape and so hopefully should be cheap to allocate.
+  function tryCatch(fn, obj, arg) {
+    try {
+      return { type: "normal", arg: fn.call(obj, arg) };
+    } catch (err) {
+      return { type: "throw", arg: err };
+    }
+  }
+
+  var GenStateSuspendedStart = "suspendedStart";
+  var GenStateSuspendedYield = "suspendedYield";
+  var GenStateExecuting = "executing";
+  var GenStateCompleted = "completed";
+
+  // Returning this object from the innerFn has the same effect as
+  // breaking out of the dispatch switch statement.
+  var ContinueSentinel = {};
+
+  // Dummy constructor functions that we use as the .constructor and
+  // .constructor.prototype properties for functions that return Generator
+  // objects. For full spec compliance, you may wish to configure your
+  // minifier not to mangle the names of these two functions.
+  function Generator() { }
+  function GeneratorFunction() { }
+  function GeneratorFunctionPrototype() { }
+
+  // This is a polyfill for %IteratorPrototype% for environments that
+  // don't natively support it.
+  var IteratorPrototype = {};
+  IteratorPrototype[iteratorSymbol] = function () {
+    return this;
+  };
+
+  var getProto = Object.getPrototypeOf;
+  var NativeIteratorPrototype = getProto && getProto(getProto(values([])));
+  if (NativeIteratorPrototype &&
+    NativeIteratorPrototype !== Op &&
+    hasOwn.call(NativeIteratorPrototype, iteratorSymbol)) {
+    // This environment has a native %IteratorPrototype%; use it instead
+    // of the polyfill.
+    IteratorPrototype = NativeIteratorPrototype;
+  }
+
+  var Gp = GeneratorFunctionPrototype.prototype =
+    Generator.prototype = Object.create(IteratorPrototype);
+  GeneratorFunction.prototype = Gp.constructor = GeneratorFunctionPrototype;
+  GeneratorFunctionPrototype.constructor = GeneratorFunction;
+  GeneratorFunctionPrototype[toStringTagSymbol] =
+    GeneratorFunction.displayName = "GeneratorFunction";
+
+  // Helper for defining the .next, .throw, and .return methods of the
+  // Iterator interface in terms of a single ._invoke method.
+  function defineIteratorMethods(prototype) {
+    ["next", "throw", "return"].forEach(function (method) {
+      prototype[method] = function (arg) {
+        return this._invoke(method, arg);
+      };
+    });
+  }
+
+  runtime.isGeneratorFunction = function (genFun) {
+    var ctor = typeof genFun === "function" && genFun.constructor;
+    return ctor
+      ? ctor === GeneratorFunction ||
+      // For the native GeneratorFunction constructor, the best we can
+      // do is to check its .name property.
+      (ctor.displayName || ctor.name) === "GeneratorFunction"
+      : false;
+  };
+
+  runtime.mark = function (genFun) {
+    if (Object.setPrototypeOf) {
+      Object.setPrototypeOf(genFun, GeneratorFunctionPrototype);
+    } else {
+      genFun.__proto__ = GeneratorFunctionPrototype;
+      if (!(toStringTagSymbol in genFun)) {
+        genFun[toStringTagSymbol] = "GeneratorFunction";
+      }
+    }
+    genFun.prototype = Object.create(Gp);
+    return genFun;
+  };
+
+  // Within the body of any async function, `await x` is transformed to
+  // `yield regeneratorRuntime.awrap(x)`, so that the runtime can test
+  // `hasOwn.call(value, "__await")` to determine if the yielded value is
+  // meant to be awaited.
+  runtime.awrap = function (arg) {
+    return { __await: arg };
+  };
+
+  function AsyncIterator(generator) {
+    function invoke(method, arg, resolve, reject) {
+      var record = tryCatch(generator[method], generator, arg);
+      if (record.type === "throw") {
+        reject(record.arg);
+      } else {
+        var result = record.arg;
+        var value = result.value;
+        if (value &&
+          typeof value === "object" &&
+          hasOwn.call(value, "__await")) {
+          return Promise.resolve(value.__await).then(function (value) {
+            invoke("next", value, resolve, reject);
+          }, function (err) {
+            invoke("throw", err, resolve, reject);
+          });
+        }
+
+        return Promise.resolve(value).then(function (unwrapped) {
+          // When a yielded Promise is resolved, its final value becomes
+          // the .value of the Promise<{value,done}> result for the
+          // current iteration. If the Promise is rejected, however, the
+          // result for this iteration will be rejected with the same
+          // reason. Note that rejections of yielded Promises are not
+          // thrown back into the generator function, as is the case
+          // when an awaited Promise is rejected. This difference in
+          // behavior between yield and await is important, because it
+          // allows the consumer to decide what to do with the yielded
+          // rejection (swallow it and continue, manually .throw it back
+          // into the generator, abandon iteration, whatever). With
+          // await, by contrast, there is no opportunity to examine the
+          // rejection reason outside the generator function, so the
+          // only option is to throw it from the await expression, and
+          // let the generator function handle the exception.
+          result.value = unwrapped;
+          resolve(result);
+        }, reject);
+      }
+    }
+
+    var previousPromise;
+
+    function enqueue(method, arg) {
+      function callInvokeWithMethodAndArg() {
+        return new Promise(function (resolve, reject) {
+          invoke(method, arg, resolve, reject);
+        });
+      }
+
+      return previousPromise =
+        // If enqueue has been called before, then we want to wait until
+        // all previous Promises have been resolved before calling invoke,
+        // so that results are always delivered in the correct order. If
+        // enqueue has not been called before, then it is important to
+        // call invoke immediately, without waiting on a callback to fire,
+        // so that the async generator function has the opportunity to do
+        // any necessary setup in a predictable way. This predictability
+        // is why the Promise constructor synchronously invokes its
+        // executor callback, and why async functions synchronously
+        // execute code before the first await. Since we implement simple
+        // async functions in terms of async generators, it is especially
+        // important to get this right, even though it requires care.
+        previousPromise ? previousPromise.then(
+          callInvokeWithMethodAndArg,
+          // Avoid propagating failures to Promises returned by later
+          // invocations of the iterator.
+          callInvokeWithMethodAndArg
+        ) : callInvokeWithMethodAndArg();
+    }
+
+    // Define the unified helper method that is used to implement .next,
+    // .throw, and .return (see defineIteratorMethods).
+    this._invoke = enqueue;
+  }
+
+  defineIteratorMethods(AsyncIterator.prototype);
+  AsyncIterator.prototype[asyncIteratorSymbol] = function () {
+    return this;
+  };
+  runtime.AsyncIterator = AsyncIterator;
+
+  // Note that simple async functions are implemented on top of
+  // AsyncIterator objects; they just return a Promise for the value of
+  // the final result produced by the iterator.
+  runtime.async = function (innerFn, outerFn, self, tryLocsList) {
+    var iter = new AsyncIterator(
+      wrap(innerFn, outerFn, self, tryLocsList)
+    );
+
+    return runtime.isGeneratorFunction(outerFn)
+      ? iter // If outerFn is a generator, return the full iterator.
+      : iter.next().then(function (result) {
+        return result.done ? result.value : iter.next();
+      });
+  };
+
+  function makeInvokeMethod(innerFn, self, context) {
+    var state = GenStateSuspendedStart;
+
+    return function invoke(method, arg) {
+      if (state === GenStateExecuting) {
+        throw new Error("Generator is already running");
+      }
+
+      if (state === GenStateCompleted) {
+        if (method === "throw") {
+          throw arg;
+        }
+
+        // Be forgiving, per 25.3.3.3.3 of the spec:
+        // https://people.mozilla.org/~jorendorff/es6-draft.html#sec-generatorresume
+        return doneResult();
+      }
+
+      context.method = method;
+      context.arg = arg;
+
+      while (true) {
+        var delegate = context.delegate;
+        if (delegate) {
+          var delegateResult = maybeInvokeDelegate(delegate, context);
+          if (delegateResult) {
+            if (delegateResult === ContinueSentinel) continue;
+            return delegateResult;
+          }
+        }
+
+        if (context.method === "next") {
+          // Setting context._sent for legacy support of Babel's
+          // function.sent implementation.
+          context.sent = context._sent = context.arg;
+
+        } else if (context.method === "throw") {
+          if (state === GenStateSuspendedStart) {
+            state = GenStateCompleted;
+            throw context.arg;
+          }
+
+          context.dispatchException(context.arg);
+
+        } else if (context.method === "return") {
+          context.abrupt("return", context.arg);
+        }
+
+        state = GenStateExecuting;
+
+        var record = tryCatch(innerFn, self, context);
+        if (record.type === "normal") {
+          // If an exception is thrown from innerFn, we leave state ===
+          // GenStateExecuting and loop back for another invocation.
+          state = context.done
+            ? GenStateCompleted
+            : GenStateSuspendedYield;
+
+          if (record.arg === ContinueSentinel) {
+            continue;
+          }
+
+          return {
+            value: record.arg,
+            done: context.done
+          };
+
+        } else if (record.type === "throw") {
+          state = GenStateCompleted;
+          // Dispatch the exception by looping back around to the
+          // context.dispatchException(context.arg) call above.
+          context.method = "throw";
+          context.arg = record.arg;
+        }
+      }
+    };
+  }
+
+  // Call delegate.iterator[context.method](context.arg) and handle the
+  // result, either by returning a { value, done } result from the
+  // delegate iterator, or by modifying context.method and context.arg,
+  // setting context.delegate to null, and returning the ContinueSentinel.
+  function maybeInvokeDelegate(delegate, context) {
+    var method = delegate.iterator[context.method];
+    if (method === undefined) {
+      // A .throw or .return when the delegate iterator has no .throw
+      // method always terminates the yield* loop.
+      context.delegate = null;
+
+      if (context.method === "throw") {
+        if (delegate.iterator.return) {
+          // If the delegate iterator has a return method, give it a
+          // chance to clean up.
+          context.method = "return";
+          context.arg = undefined;
+          maybeInvokeDelegate(delegate, context);
+
+          if (context.method === "throw") {
+            // If maybeInvokeDelegate(context) changed context.method from
+            // "return" to "throw", let that override the TypeError below.
+            return ContinueSentinel;
+          }
+        }
+
+        context.method = "throw";
+        context.arg = new TypeError(
+          "The iterator does not provide a 'throw' method");
+      }
+
+      return ContinueSentinel;
+    }
+
+    var record = tryCatch(method, delegate.iterator, context.arg);
+
+    if (record.type === "throw") {
+      context.method = "throw";
+      context.arg = record.arg;
+      context.delegate = null;
+      return ContinueSentinel;
+    }
+
+    var info = record.arg;
+
+    if (!info) {
+      context.method = "throw";
+      context.arg = new TypeError("iterator result is not an object");
+      context.delegate = null;
+      return ContinueSentinel;
+    }
+
+    if (info.done) {
+      // Assign the result of the finished delegate to the temporary
+      // variable specified by delegate.resultName (see delegateYield).
+      context[delegate.resultName] = info.value;
+
+      // Resume execution at the desired location (see delegateYield).
+      context.next = delegate.nextLoc;
+
+      // If context.method was "throw" but the delegate handled the
+      // exception, let the outer generator proceed normally. If
+      // context.method was "next", forget context.arg since it has been
+      // "consumed" by the delegate iterator. If context.method was
+      // "return", allow the original .return call to continue in the
+      // outer generator.
+      if (context.method !== "return") {
+        context.method = "next";
+        context.arg = undefined;
+      }
+
+    } else {
+      // Re-yield the result returned by the delegate method.
+      return info;
+    }
+
+    // The delegate iterator is finished, so forget it and continue with
+    // the outer generator.
+    context.delegate = null;
+    return ContinueSentinel;
+  }
+
+  // Define Generator.prototype.{next,throw,return} in terms of the
+  // unified ._invoke helper method.
+  defineIteratorMethods(Gp);
+
+  Gp[toStringTagSymbol] = "Generator";
+
+  // A Generator should always return itself as the iterator object when the
+  // @@iterator function is called on it. Some browsers' implementations of the
+  // iterator prototype chain incorrectly implement this, causing the Generator
+  // object to not be returned from this call. This ensures that doesn't happen.
+  // See https://github.com/facebook/regenerator/issues/274 for more details.
+  Gp[iteratorSymbol] = function () {
+    return this;
+  };
+
+  Gp.toString = function () {
+    return "[object Generator]";
+  };
+
+  function pushTryEntry(locs) {
+    var entry = { tryLoc: locs[0] };
+
+    if (1 in locs) {
+      entry.catchLoc = locs[1];
+    }
+
+    if (2 in locs) {
+      entry.finallyLoc = locs[2];
+      entry.afterLoc = locs[3];
+    }
+
+    this.tryEntries.push(entry);
+  }
+
+  function resetTryEntry(entry) {
+    var record = entry.completion || {};
+    record.type = "normal";
+    delete record.arg;
+    entry.completion = record;
+  }
+
+  function Context(tryLocsList) {
+    // The root entry object (effectively a try statement without a catch
+    // or a finally block) gives us a place to store values thrown from
+    // locations where there is no enclosing try statement.
+    this.tryEntries = [{ tryLoc: "root" }];
+    tryLocsList.forEach(pushTryEntry, this);
+    this.reset(true);
+  }
+
+  runtime.keys = function (object) {
+    var keys = [];
+    for (var key in object) {
+      keys.push(key);
+    }
+    keys.reverse();
+
+    // Rather than returning an object with a next method, we keep
+    // things simple and return the next function itself.
+    return function next() {
+      while (keys.length) {
+        var key = keys.pop();
+        if (key in object) {
+          next.value = key;
+          next.done = false;
+          return next;
+        }
+      }
+
+      // To avoid creating an additional object, we just hang the .value
+      // and .done properties off the next function object itself. This
+      // also ensures that the minifier will not anonymize the function.
+      next.done = true;
+      return next;
+    };
+  };
+
+  function values(iterable) {
+    if (iterable) {
+      var iteratorMethod = iterable[iteratorSymbol];
+      if (iteratorMethod) {
+        return iteratorMethod.call(iterable);
+      }
+
+      if (typeof iterable.next === "function") {
+        return iterable;
+      }
+
+      if (!isNaN(iterable.length)) {
+        var i = -1, next = function next() {
+          while (++i < iterable.length) {
+            if (hasOwn.call(iterable, i)) {
+              next.value = iterable[i];
+              next.done = false;
+              return next;
+            }
+          }
+
+          next.value = undefined;
+          next.done = true;
+
+          return next;
+        };
+
+        return next.next = next;
+      }
+    }
+
+    // Return an iterator with no values.
+    return { next: doneResult };
+  }
+  runtime.values = values;
+
+  function doneResult() {
+    return { value: undefined, done: true };
+  }
+
+  Context.prototype = {
+    constructor: Context,
+
+    reset: function (skipTempReset) {
+      this.prev = 0;
+      this.next = 0;
+      // Resetting context._sent for legacy support of Babel's
+      // function.sent implementation.
+      this.sent = this._sent = undefined;
+      this.done = false;
+      this.delegate = null;
+
+      this.method = "next";
+      this.arg = undefined;
+
+      this.tryEntries.forEach(resetTryEntry);
+
+      if (!skipTempReset) {
+        for (var name in this) {
+          // Not sure about the optimal order of these conditions:
+          if (name.charAt(0) === "t" &&
+            hasOwn.call(this, name) &&
+            !isNaN(+name.slice(1))) {
+            this[name] = undefined;
+          }
+        }
+      }
+    },
+
+    stop: function () {
+      this.done = true;
+
+      var rootEntry = this.tryEntries[0];
+      var rootRecord = rootEntry.completion;
+      if (rootRecord.type === "throw") {
+        throw rootRecord.arg;
+      }
+
+      return this.rval;
+    },
+
+    dispatchException: function (exception) {
+      if (this.done) {
+        throw exception;
+      }
+
+      var context = this;
+      function handle(loc, caught) {
+        record.type = "throw";
+        record.arg = exception;
+        context.next = loc;
+
+        if (caught) {
+          // If the dispatched exception was caught by a catch block,
+          // then let that catch block handle the exception normally.
+          context.method = "next";
+          context.arg = undefined;
+        }
+
+        return !!caught;
+      }
+
+      for (var i = this.tryEntries.length - 1; i >= 0; --i) {
+        var entry = this.tryEntries[i];
+        var record = entry.completion;
+
+        if (entry.tryLoc === "root") {
+          // Exception thrown outside of any try block that could handle
+          // it, so set the completion value of the entire function to
+          // throw the exception.
+          return handle("end");
+        }
+
+        if (entry.tryLoc <= this.prev) {
+          var hasCatch = hasOwn.call(entry, "catchLoc");
+          var hasFinally = hasOwn.call(entry, "finallyLoc");
+
+          if (hasCatch && hasFinally) {
+            if (this.prev < entry.catchLoc) {
+              return handle(entry.catchLoc, true);
+            } else if (this.prev < entry.finallyLoc) {
+              return handle(entry.finallyLoc);
+            }
+
+          } else if (hasCatch) {
+            if (this.prev < entry.catchLoc) {
+              return handle(entry.catchLoc, true);
+            }
+
+          } else if (hasFinally) {
+            if (this.prev < entry.finallyLoc) {
+              return handle(entry.finallyLoc);
+            }
+
+          } else {
+            throw new Error("try statement without catch or finally");
+          }
+        }
+      }
+    },
+
+    abrupt: function (type, arg) {
+      for (var i = this.tryEntries.length - 1; i >= 0; --i) {
+        var entry = this.tryEntries[i];
+        if (entry.tryLoc <= this.prev &&
+          hasOwn.call(entry, "finallyLoc") &&
+          this.prev < entry.finallyLoc) {
+          var finallyEntry = entry;
+          break;
+        }
+      }
+
+      if (finallyEntry &&
+        (type === "break" ||
+          type === "continue") &&
+        finallyEntry.tryLoc <= arg &&
+        arg <= finallyEntry.finallyLoc) {
+        // Ignore the finally entry if control is not jumping to a
+        // location outside the try/catch block.
+        finallyEntry = null;
+      }
+
+      var record = finallyEntry ? finallyEntry.completion : {};
+      record.type = type;
+      record.arg = arg;
+
+      if (finallyEntry) {
+        this.method = "next";
+        this.next = finallyEntry.finallyLoc;
+        return ContinueSentinel;
+      }
+
+      return this.complete(record);
+    },
+
+    complete: function (record, afterLoc) {
+      if (record.type === "throw") {
+        throw record.arg;
+      }
+
+      if (record.type === "break" ||
+        record.type === "continue") {
+        this.next = record.arg;
+      } else if (record.type === "return") {
+        this.rval = this.arg = record.arg;
+        this.method = "return";
+        this.next = "end";
+      } else if (record.type === "normal" && afterLoc) {
+        this.next = afterLoc;
+      }
+
+      return ContinueSentinel;
+    },
+
+    finish: function (finallyLoc) {
+      for (var i = this.tryEntries.length - 1; i >= 0; --i) {
+        var entry = this.tryEntries[i];
+        if (entry.finallyLoc === finallyLoc) {
+          this.complete(entry.completion, entry.afterLoc);
+          resetTryEntry(entry);
+          return ContinueSentinel;
+        }
+      }
+    },
+
+    "catch": function (tryLoc) {
+      for (var i = this.tryEntries.length - 1; i >= 0; --i) {
+        var entry = this.tryEntries[i];
+        if (entry.tryLoc === tryLoc) {
+          var record = entry.completion;
+          if (record.type === "throw") {
+            var thrown = record.arg;
+            resetTryEntry(entry);
+          }
+          return thrown;
+        }
+      }
+
+      // The context.catch method must only be called with a location
+      // argument that corresponds to a known catch block.
+      throw new Error("illegal catch attempt");
+    },
+
+    delegateYield: function (iterable, resultName, nextLoc) {
+      this.delegate = {
+        iterator: values(iterable),
+        resultName: resultName,
+        nextLoc: nextLoc
+      };
+
+      if (this.method === "next") {
+        // Deliberately forget the last sent value so that we don't
+        // accidentally pass it on to the delegate.
+        this.arg = undefined;
+      }
+
+      return ContinueSentinel;
+    }
+  };
+})(
+  // In sloppy mode, unbound `this` refers to the global object, fallback to
+  // Function constructor if we're in global strict mode. That is sadly a form
+  // of indirect eval which violates Content Security Policy.
+  (function () { return this })() || Function("return this")()
+);
diff --git a/play/assets/tmpGame/script/utils.js.meta b/play/assets/scene/script/runtime.js.meta
similarity index 63%
rename from play/assets/tmpGame/script/utils.js.meta
rename to play/assets/scene/script/runtime.js.meta
index 3de67e3426811018e57ce71c2f4ba78f834baf2a..b487eee8560424a0e91a3da0aefb0d10f79756a2 100644
--- a/play/assets/tmpGame/script/utils.js.meta
+++ b/play/assets/scene/script/runtime.js.meta
@@ -1,7 +1,7 @@
 {
   "ver": "1.0.8",
-  "uuid": "d545f402-231b-417e-99e6-3269412a5a2c",
-  "isPlugin": false,
+  "uuid": "b54300af-b8e5-4b4e-aa2f-9ac1cef7b598",
+  "isPlugin": true,
   "loadPluginInWeb": true,
   "loadPluginInNative": true,
   "loadPluginInEditor": false,
diff --git a/play/assets/tmpGame/script/util.js b/play/assets/scene/script/util.js
similarity index 100%
rename from play/assets/tmpGame/script/util.js
rename to play/assets/scene/script/util.js
diff --git a/play/assets/tmpGame/script/util.js.meta b/play/assets/scene/script/util.js.meta
similarity index 100%
rename from play/assets/tmpGame/script/util.js.meta
rename to play/assets/scene/script/util.js.meta
diff --git a/play/assets/tmpGame/textures.meta b/play/assets/scene/textures.meta
similarity index 100%
rename from play/assets/tmpGame/textures.meta
rename to play/assets/scene/textures.meta
diff --git a/play/assets/tmpGame/textures/.keep b/play/assets/scene/textures/.keep
similarity index 100%
rename from play/assets/tmpGame/textures/.keep
rename to play/assets/scene/textures/.keep
diff --git a/play/assets/tmpGame/textures/1orange.png b/play/assets/scene/textures/1orange.png
similarity index 100%
rename from play/assets/tmpGame/textures/1orange.png
rename to play/assets/scene/textures/1orange.png
diff --git a/play/assets/tmpGame/textures/1orange.png.meta b/play/assets/scene/textures/1orange.png.meta
similarity index 100%
rename from play/assets/tmpGame/textures/1orange.png.meta
rename to play/assets/scene/textures/1orange.png.meta
diff --git a/play/assets/tmpGame/textures/bg.jpg b/play/assets/scene/textures/bg.jpg
similarity index 100%
rename from play/assets/tmpGame/textures/bg.jpg
rename to play/assets/scene/textures/bg.jpg
diff --git a/play/assets/tmpGame/textures/bg.jpg.meta b/play/assets/scene/textures/bg.jpg.meta
similarity index 100%
rename from play/assets/tmpGame/textures/bg.jpg.meta
rename to play/assets/scene/textures/bg.jpg.meta
diff --git a/play/assets/tmpGame/textures/btn_left.png b/play/assets/scene/textures/btn_left.png
similarity index 100%
rename from play/assets/tmpGame/textures/btn_left.png
rename to play/assets/scene/textures/btn_left.png
diff --git a/play/assets/tmpGame/textures/btn_left.png.meta b/play/assets/scene/textures/btn_left.png.meta
similarity index 100%
rename from play/assets/tmpGame/textures/btn_left.png.meta
rename to play/assets/scene/textures/btn_left.png.meta
diff --git a/play/assets/tmpGame/textures/btn_right.png b/play/assets/scene/textures/btn_right.png
similarity index 100%
rename from play/assets/tmpGame/textures/btn_right.png
rename to play/assets/scene/textures/btn_right.png
diff --git a/play/assets/tmpGame/textures/btn_right.png.meta b/play/assets/scene/textures/btn_right.png.meta
similarity index 100%
rename from play/assets/tmpGame/textures/btn_right.png.meta
rename to play/assets/scene/textures/btn_right.png.meta
diff --git a/play/assets/tmpGame/textures/icon.png b/play/assets/scene/textures/icon.png
similarity index 100%
rename from play/assets/tmpGame/textures/icon.png
rename to play/assets/scene/textures/icon.png
diff --git a/play/assets/tmpGame/textures/icon.png.meta b/play/assets/scene/textures/icon.png.meta
similarity index 100%
rename from play/assets/tmpGame/textures/icon.png.meta
rename to play/assets/scene/textures/icon.png.meta
diff --git a/play/assets/tmpGame/script/utils.js b/play/assets/tmpGame/script/utils.js
deleted file mode 100644
index 55f480071e49b4191acb9cdbfab077d2a6d4db87..0000000000000000000000000000000000000000
--- a/play/assets/tmpGame/script/utils.js
+++ /dev/null
@@ -1,199 +0,0 @@
-export function getPosByAngle(angle, len) {
-
-    const radian = angle * Math.PI / 180;
-    const x = Math.sin(radian) * len;
-    const y = Math.cos(radian) * len;
-
-    return { x, y };
-
-}
-
-export function getAngleByPos(px, py, mx, my) {
-
-    const x = Math.abs(px - mx);
-    const y = Math.abs(py - my);
-
-    const z = Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2));
-    const cos = y / z;
-    const radina = Math.acos(cos); // 用反三角函数求弧度
-    let angle = Math.floor(180 / (Math.PI / radina) * 100) / 100; // 将弧度转换成角度
-
-    if (mx > px && my > py) {// 鼠标在第四象限
-        angle = 180 - angle;
-    }
-    if (mx === px && my > py) {// 鼠标在y轴负方向上
-        angle = 180;
-    }
-    if (mx > px && my === py) {// 鼠标在x轴正方向上
-        angle = 90;
-    }
-    if (mx < px && my > py) {// 鼠标在第三象限
-        angle = 180 + angle;
-    }
-    if (mx < px && my === py) {// 鼠标在x轴负方向
-        angle = 270;
-    }
-    if (mx < px && my < py) {// 鼠标在第二象限
-        angle = 360 - angle;
-    }
-
-    // console.log('angle: ', angle);
-    return angle;
-
-}
-
-export function exchangeNodePos(baseNode, targetNode) {
-    return baseNode.convertToNodeSpaceAR(targetNode._parent.convertToWorldSpaceAR(cc.v2(targetNode.x, targetNode.y)));
-}
-
-export function RandomInt(a, b = 0) {
-    let max = Math.max(a, b);
-    let min = Math.min(a, b);
-    return Math.floor(Math.random() * (max - min) + min);
-}
-
-export function Between(a, b, c) {
-    return [a, b, c].sort((a, b) => a - b)[1];
-}
-
-export function randomSortByArr(arr) {
-    const newArr = [];
-    const tmpArr = arr.concat();
-    while (tmpArr.length > 0) {
-        const randomIndex = Math.floor(tmpArr.length * Math.random());
-        newArr.push(tmpArr[randomIndex]);
-        tmpArr.splice(randomIndex, 1);
-    }
-    return newArr;
-}
-
-export async function asyncTweenTo(node, duration, obj, ease = undefined) {
-    return new Promise((resolve, reject) => {
-        cc.tween(node)
-            .to(duration, obj, ease)
-            .call(() => {
-                resolve();
-            })
-            .start();
-    });
-}
-
-export async function asyncTweenBy(node, duration, obj, ease = undefined) {
-    return new Promise((resolve, reject) => {
-        cc.tween(node)
-            .by(duration, obj, ease)
-            .call(() => {
-                resolve();
-            })
-            .start();
-    });
-}
-
-export async function asyncPlayDragonBoneAnimation(node, animationName, time = 1, onFrameEvent) {
-    return new Promise((resolve, reject) => {
-        node.getComponent(dragonBones.ArmatureDisplay)
-            .once(dragonBones.EventObject.COMPLETE, () => {
-                resolve();
-            });
-
-        node.getComponent(dragonBones.ArmatureDisplay)
-            .on(dragonBones.EventObject.FRAME_EVENT, ({ name }) => {
-                if (onFrameEvent && typeof (onFrameEvent) == 'function') {
-                    onFrameEvent(name);
-                }
-            });
-
-        node.getComponent(dragonBones.ArmatureDisplay)
-            .playAnimation(animationName, time);
-    });
-}
-
-export async function asyncPlayEffectByUrl(url, loop = false) {
-    return new Promise((resolve, reject) => {
-        cc.assetManager.loadRemote(url, (err, clip) => {
-            console.log(clip);
-            cc.audioEngine.playEffect(clip, loop);
-            resolve();
-        });
-    });
-}
-
-export async function jelly(node) {
-    return new Promise((resolve, reject) => {
-        cc.tween(node)
-            .to(0.1, { scaleX: 0.9, scaleY: 1.1 })
-            .to(0.1, { scaleX: 1.1, scaleY: 0.9 })
-            .to(0.1, { scaleX: 1, scaleY: 1 })
-            .call(resolve)
-            .start();
-    });
-}
-
-export async function asyncDelay(time) {
-    return new Promise((resolve, reject) => {
-        setTimeout(() => {
-            resolve();
-        }, time * 1000);
-    })
-}
-
-export async function showFireworks(baseNode, nodeList, pos = cc.v2(0, 0), side = cc.v2(0, 100), range = 50, number = 100) {
-    new Array(number).fill(' ').forEach(async (_, i) => {
-
-        let rabbonNode = new cc.Node();
-        rabbonNode.parent = baseNode;
-        rabbonNode.x = pos.x;
-        rabbonNode.y = pos.y;
-        rabbonNode.angle = 60 * Math.random() - 30;
-
-        let node = cc.instantiate(nodeList[RandomInt(nodeList.length)]);
-        node.parent = rabbonNode;
-        node.active = true;
-        node.x = 0;
-        node.y = 0;
-        node.angle = 0;
-
-        const rate = Math.random();
-        const angle = Math.PI * (Math.random() * 2 - 1);
-
-        await asyncTweenBy(rabbonNode, 0.3, {
-            x: side.x * rate + Math.cos(angle) * range * rate,
-            y: side.y * rate + Math.sin(angle) * range * rate
-        }, {
-            easing: 'quadIn'
-        });
-
-        cc.tween(rabbonNode)
-            .by(8, { y: -2000 })
-            .start();
-
-        rabbonFall(rabbonNode);
-
-        await asyncDelay(Math.random());
-        cc.tween(node)
-            .by(0.15, { x: -10, angle: -10 })
-            .by(0.3, { x: 20, angle: 20 })
-            .by(0.15, { x: -10, angle: -10 })
-            .union()
-            .repeatForever()
-            .start();
-
-        cc.tween(rabbonNode)
-            .delay(5)
-            .to(0.3, { opacity: 0 })
-            .call(() => {
-                node.stopAllActions();
-                node.active = false;
-                node.parent = null;
-                node = null;
-            })
-            .start();
-    });
-}
-
-async function rabbonFall(node) {
-    const time = 1 + Math.random();
-    const offsetX = RandomInt(-200, 200) * time;
-    await asyncTweenBy(node, time, { x: offsetX, angle: offsetX * 60 / 200 });
-    rabbonFall(node);
-}
\ No newline at end of file
diff --git a/play/project.json b/play/project.json
index 935ed80f1d5388a62de363ed1cb2236fc1ccb768..0c4facdb626f2e0777d26ecbdbd71dd8e15c8b8c 100644
--- a/play/project.json
+++ b/play/project.json
@@ -3,6 +3,6 @@
   "packages": "packages",
   "name": "play",
   "id": "9af72fd2-44a6-4131-8ea3-3e1b3fa22231",
-  "version": "2.4.0",
+  "version": "2.4.4",
   "isNew": false
 }
\ No newline at end of file
diff --git a/play/settings/project.json b/play/settings/project.json
index a992ddb8087507a28d369d252b67c387842bf364..60318bd094eadb4e3b3a9c9464d8a61cc130d766 100644
--- a/play/settings/project.json
+++ b/play/settings/project.json
@@ -1,3 +1,6 @@
 {
-  "last-module-event-record-time": 1600677246969
+  "last-module-event-record-time": 1600677246969,
+  "migrate-history": [
+    "cloud-function"
+  ]
 }