这一节,我将实现游戏的选关界面,游戏50关,每一屏15关,总共4屏,左滑动可切换到上一屏,右滑动可切换到下一屏;
效果如下;
开始进入选关界面;
滑动到最后一屏;
点击关卡,进入主界面;
代码下载:http://www.kuaipan.cn/file/id_25348935635745079.htm?source=1
首先新建,GameSelectLayer.ccbx,GameSelectLayer.js,指定控制器让两个文件关联;设计选关场景如下,调节参数
创建每个单元格关卡GameSelectItemSprite.ccbx,这是一个小精灵层,如下图;
设计完成后,打开MainLayer.js,编写如下:
- GAME_LEVEL = 0;
- var GameSelectLayer = function () {
- cc.log("GameSelectLayer");
- this.levelScrollPanel = this.levelScrollPanel || {};
- this.pageIndex = 0;
- this.pageMax = 4;
- this.dotNode = this.dotNode || {};
- this.start = false;
- };
- GameSelectLayer.prototype.onDidLoadFromCCB = function () {
- if (sys.platform == 'browser') {
- this.onEnter();
- }
- else {
- this.rootNode.onEnter = function () {
- this.controller.onEnter();
- };
- }
- this.rootNode.onExit = function () {
- this.controller.onExit();
- };
- this.rootNode.onTouchesBegan = function (touches, event) {
- this.controller.onTouchesBegan(touches, event);
- return true;
- };
- this.rootNode.onTouchesMoved = function (touches, event) {
- this.controller.onTouchesMoved(touches, event);
- return true;
- };
- this.rootNode.onTouchesEnded = function (touches, event) {
- this.controller.onTouchesEnded(touches, event);
- return true;
- };
- this.rootNode.setTouchEnabled(true);
- };
- GameSelectLayer.prototype.onEnter = function () {
- this.maxColumns = 3;
- this.columnSize = 177;
- this.maxRows = 5;
- this.rowSize = 104;
- cc.log("GameSelectLayer");
- this.itemDatas = [];
- var itemName = "";
- var levelPan = cc.Layer.create();
- var currentLevel = sys.localStorage.getItem("pb_level");
- if (currentLevel == null) {
- currentLevel = 0;
- }
- sys.localStorage.setItem("pb_level_score_1", "S");
- currentLevel = 3;
- for (var i = 0; i < 50; i++) {
- var xIndex = Math.floor(i % 3) + Math.floor(i / 15) * 3;
- var yIndex = Math.floor(i / 3 % 5);
- var levelScore = "A"
- if (i < currentLevel) {
- levelScore = sys.localStorage.getItem("pb_level_score_" + i);
- if (levelScore == null || levelScore == '') {
- levelScore = "A";
- }
- if ("S" == levelScore) {
- itemName = "GameSelectItemScoreS";
- }
- else {
- itemName = "GameSelectItemScore";
- }
- }
- else if (i == currentLevel) {
- itemName = "GameSelectItemLevel";
- }
- else {
- itemName = "GameSelectItemLocked";
- }
- var itemData = {
- xIndex: xIndex,
- yIndex: yIndex,
- index: i,
- type: itemName,
- onItemAction: function () {
- cc.log("onItemAction");
- var action = cc.ScaleBy.create(0.5, 0.8);
- this.rootNode.runAction(cc.Sequence.create(
- action, action.reverse(), cc.DelayTime.create(2)
- // cc.CallFunc.create(this.onItemClicked())
- ));
- },
- onItemClicked: function () {
- cc.log("onItemClicked");
- GAME_LEVEL = (this.index + 1);
- require("MainLayer.js");
- cc.BuilderReader.runScene("", "MainLayer");
- },
- onLockOpened: function () {
- }
- };
- var item = cc.BuilderReader.loadAsNodeFrom("", "GameSelectItemSprite", itemData);
- if (item == null) {
- continue;
- }
- item.setPosition(cc.p(this.columnSize * xIndex, this.rowSize * (4 - yIndex)));
- item.setZOrder(11);
- itemData.rootNode = item;
- itemData.controller = this;
- this.itemDatas.push(itemData);
- itemData.levelNum.setString("" + (i + 1));
- levelPan.addChild(item);
- }
- levelPan.setContentSize(cc.size(this.columnSize * 12, this.rowSize * 5));
- this.levelScrollPanel.setTouchEnabled(false);
- this.levelScrollPanel.setBounceable(true);
- this.levelScrollPanel.setContainer(levelPan);
- this.levelScrollPanel.setTouchPriority(-99999);
- this.pageDots(0);
- }
- GameSelectLayer.prototype.onUpdate = function () {
- }
- GameSelectLayer.prototype.onExit = function () {
- }
- GameSelectLayer.prototype.onTouchesBegan = function (touches, event) {
- cc.log("onTouchesBegan");
- this.beganPosition = touches[0].getLocation();
- }
- GameSelectLayer.prototype.onTouchesMoved = function (touches, event) {
- this.movePosition = touches[0].getLocation();
- }
- GameSelectLayer.prototype.onTouchesEnded = function (touches, event) {
- cc.log("onTouchesEnded");
- var loc = touches[0].getLocation();
- var distanceX = this.beganPosition.x - loc.x;
- var x = this.levelScrollPanel.getContentOffset().x;
- var y = this.levelScrollPanel.getContentOffset().y;
- this.levelScrollPanel.unscheduleAllCallbacks();
- if (distanceX > 50) {
- if (this.pageIndex < 4) {
- this.pageIndex += 1;
- }
- this.pageDots(this.pageIndex);
- }
- else if (distanceX < -50) {
- if (this.pageIndex > 0) {
- this.pageIndex -= 1;
- }
- this.pageDots(this.pageIndex);
- }
- else {
- this.onItemClicked(loc);
- }
- this.levelScrollPanel.setContentOffsetInDuration(cc.p(-this.columnSize * 3 * this.pageIndex, y), 0.5);
- }
- GameSelectLayer.prototype.onItemClicked = function (location) {
- var x = location.x;
- var y = location.y;
- if (!isInScroll(location)) {
- cc.log("out");
- return;
- }
- var scrollPanelRect = this.levelScrollPanel.getBoundingBox();
- var xIndex = Math.floor((x - 110) / this.columnSize) + this.pageIndex * 3;
- var yIndex = 4 - Math.floor((y - 385) / this.rowSize);
- cc.log("scrollX==" + scrollPanelRect.x + ",scrollY==" + scrollPanelRect.y);
- cc.log("xIndex==" + xIndex + ",yIndex==" + yIndex);
- for (var i = 0; i < this.itemDatas.length; i++) {
- if (this.itemDatas[i].xIndex == xIndex && this.itemDatas[i].yIndex == yIndex) {
- cc.log("click i=" + i);
- this.itemDatas[i].onItemClicked();
- break;
- }
- }
- }
- GameSelectLayer.prototype.pageDots = function (position) {
- this.dotNode.removeAllChildren();
- for (var i = 0; i < 4; i++) {
- var dots = ["s_point.png", "s_point_s.png"];
- var type = 0;
- if (position == i) {
- type = 1;
- }
- var dotSprite = cc.Sprite.createWithSpriteFrameName(dots[type]);
- dotSprite.setAnchorPoint(cc.p(0, 1));
- dotSprite.setPosition(cc.p(30 * i, 60));
- dotSprite.setZOrder(100);
- this.dotNode.addChild(dotSprite);
- }
- }
- function isInScroll(location) {
- var x = location.x;
- var y = location.y;
- if (x > 110 && x < (110 + 510) && y > 385 && y < (385 + 500)) {
- return true;
- }
- return false
- }
同时修改Main.js,加入,require("GameSelectLayer.js");;
然后修改StartLayer.js,让点击开始后跳转到GameSelectLayer.js;
- //
- // CleanerScoreScene class
- //
- var StartLayer = function () {
- cc.log("StartLayer")
- };
- StartLayer.prototype.onDidLoadFromCCB = function () {
- // this.rootNode.onUpdate = function (dt)
- // {
- // this.controller.onUpdate();
- // };
- // this.rootNode.schedule(this.rootNode.onUpdate);
- if (sys.platform == 'browser') {
- this.onEnter();
- }
- else {
- this.rootNode.onEnter = function () {
- this.controller.onEnter();
- };
- }
- this.rootNode.onExit = function () {
- this.controller.onExit();
- };
- };
- StartLayer.prototype.onEnter = function () {
- }
- StartLayer.prototype.onUpdate = function () {
- }
- StartLayer.prototype.onPlayClicked = function () {
- cc.BuilderReader.runScene("", "GameSelectLayer");
- }
- StartLayer.prototype.onExit = function () {
- }
完成后运行,ok,效果最上面;
下一篇文章 我会介绍cocos2d-x editor的串联游戏流程 笔者(李元友)
资料来源:cocos2d-x editor