进入游戏主场景,游戏需要临时暂停、重新选关、重新玩等等,所以玩家点击暂停按钮,弹出一个选择悬浮层,这一节我们来实现;
效果如下:
点击右上角游戏暂停;
返回回到开始界面;
代码下载:http://www.kuaipan.cn/file/id_25348935635744972.htm?source=1
首先创建一个PauseLayer.ccbx,设计如下图,包括一个精灵和三个按钮,一个返回按钮、重新开始按钮、选关按钮;
给每一个MenuItem安排点击事件,指定target,图片资源;
打开MainLayer.ccbx,添加暂停按钮;
打开MainLayer.js,首先给暂停按钮事件;
MainLayer.prototype.onPauseClicked = function () { //点击暂停游戏
this.pausedLayer = cc.BuilderReader.loadAsNodeFrom("", "PauseLayer", this);
this.pausedLayer.setPosition(cc.p(0, 0));
this.pausedLayer.setZOrder(200);
this.rootNode.addChild(this.pausedLayer);
this.paused = true;
cc.AudioEngine.getInstance().stopMusic();
cc.Director.getInstance().pause();
}
然后给返回和重新开始安排点击事件;
MainLayer.prototype.onRenewClicked = function () { //返回到开始界面
cc.Director.getInstance().resume();
cc.log("onRenewClicked");
cc.BuilderReader.runScene("", "StartLayer");
}
MainLayer.prototype.onReplayClicked = function () { //新游戏
cc.Director.getInstance().resume();
cc.log("onReplayClicked");
cc.BuilderReader.runScene("", "MainLayer");
}
MainLayer,js全部代码;
//
// CleanerScoreScene class
//
var MainLayer = function () {
cc.log("MainLayer")
this.scoreLabel = this.scoreLabel || {};
this.monster = this.monster || {};
this.score = 123;
};
MainLayer.prototype.onDidLoadFromCCB = function () {
if (sys.platform == 'browser') {
this.onEnter();
}
else {
this.rootNode.onEnter = function () {
this.controller.onEnter();
};
}
this.rootNode.schedule(function (dt) {
this.controller.onUpdate(dt);
});
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);
};
MainLayer.prototype.onEnter = function () {
var flowerParticle = cc.ParticleSystem.create("Resources/particles/flower.plist");
flowerParticle.setAnchorPoint(cc.p(0.5, 0.5));
flowerParticle.setPosition(cc.p(60, 160));
flowerParticle.setPositionType(1);
this.monster.addChild(flowerParticle);
cc.AudioEngine.getInstance().playMusic("Resources/sounds/bg_music.mp3", true);
}
MainLayer.prototype.monsterMove = function (x, y) {
this.monster.stopAllActions();
cc.AnimationCache.getInstance().addAnimations("Resources/snow_frame.plist");//添加帧动画文件
var action0 = cc.Sequence.create(cc.MoveTo.create(5, cc.p(x, y))); //向前移动
var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation("monster")); //获取帧动画
var action1 = cc.Repeat.create(actionFrame, 90000);
var action2 = cc.Spawn.create(action0, action1); //同步动画
this.monster.runAction(action2);
}
MainLayer.prototype.createParticle = function (name, x, y) {
var particle = cc.ParticleSystem.create("Resources/particles/" + name + ".plist");
particle.setAnchorPoint(cc.p(0.5, 0.5));
particle.setPosition(cc.p(x, y));
particle.setPositionType(1);
particle.setDuration(3);
this.rootNode.addChild(particle);
}
MainLayer.prototype.onUpdate = function (dt) {
this.score += dt;
this.scoreLabel.setString(Math.floor(this.score));
}
MainLayer.prototype.onExitClicked = function () {
cc.log("onExitClicked");
}
MainLayer.prototype.onExit = function () {
cc.log("onExit");
}
MainLayer.prototype.onRenewClicked = function () { //返回到开始界面
cc.Director.getInstance().resume();
cc.log("onRenewClicked");
cc.BuilderReader.runScene("", "StartLayer");
}
MainLayer.prototype.onReplayClicked = function () { //新游戏
cc.Director.getInstance().resume();
cc.log("onReplayClicked");
cc.BuilderReader.runScene("", "MainLayer");
}
/*MainLayer.prototype.onReturnClicked = function () { //返回游戏
cc.log("onReturnClicked");
if (this.paused) {
if (this.pausedLayer) {
this.pausedLayer.removeFromParent();
this.pausedLayer = null;
}
cc.Director.getInstance().resume();
this.paused = false;
}
}*/
MainLayer.prototype.onPauseClicked = function () { //点击暂停游戏
this.pausedLayer = cc.BuilderReader.loadAsNodeFrom("", "PauseLayer", this);
this.pausedLayer.setPosition(cc.p(0, 0));
this.pausedLayer.setZOrder(200);
this.rootNode.addChild(this.pausedLayer);
this.paused = true;
cc.AudioEngine.getInstance().stopMusic();
cc.Director.getInstance().pause();
}
MainLayer.prototype.onTouchesBegan = function (touches, event) {
var loc = touches[0].getLocation();
}
MainLayer.prototype.onTouchesMoved = function (touches, event) {
cc.log("onTouchesMoved");
}
MainLayer.prototype.onTouchesEnded = function (touches, event) {
cc.log("onTouchesEnded");
var loc = touches[0].getLocation();
cc.AudioEngine.getInstance().playEffect("Resources/sounds/bomb.mp3", false);
this.monsterMove(loc.x, loc.y);
this.createParticle("around", loc.x, loc.y);
}
点击运行,效果图在最上面;
下一篇文章 我会介绍cocos2d-x editor的选关界面 笔者(李元友)
资料来源:cocos2d-x editor