cocos2d-x JS(ScrollView)

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;

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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

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创建每个单元格关卡GameSelectItemSprite.ccbx,这是一个小精灵层,如下图;

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\

 

设计完成后,打开MainLayer.js,编写如下:

 

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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;

 

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//
// 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;
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