十三 手游开发神器 cocos2d-x editor 之选关滑动界面(ScrollV
来源:未知 责任编辑:责任编辑 发表时间:2014-02-02 17:45 点击:次
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;
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 }
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