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:
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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;