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