用cocos2d-html5做的消除类游戏《英雄爱消除》(2)——Block设计实现

时间:2023-01-17 19:31:52

Block可以说是这个游戏的核心类,它除了包含自身的一些属性和方法外还添加了对触摸事件的响应。

我们先来看下源码吧
/**
* Power by html5中文网(html5china.com)
* author: jackyWHJ
*/
var Block = cc.Sprite.extend({
id:0,
name:"",
active:true,
pointX:0,
pointY:0,
beginPoint:null,
flash:false,
ctor:function (arg) {
this._super();
if(!arg)return;
this.initWithSpriteFrameName(arg);
this.name = arg;
// cc.registerTargetedDelegate(0,true,this);
cc.Director.getInstance().getTouchDispatcher().addTargetedDelegate(this, 0, true);
},
//销毁隐藏
destroy:function () {
var explosion =Explosion.getOrCreateExplosion();
explosion.setPosition(this.getPosition());
// SparkEffect.getOrCreateSparkEffect(this.getPosition());
if(LLK.SOUND){
cc.AudioEngine.getInstance().setMusicVolume(0.7);
cc.AudioEngine.getInstance().playEffect(s_explodeEffect_mp3);
}
     this.setVisible(false);
this.active = false;
LLK.COUNT --;
if(LLK.COUNT <= 0/* || 1*/){
g_sharedGameLayer.onGameOver();
}
}, //判断触摸点是否在图片的区域上
containsTouchLocation:function (touch) {
//获取触摸点位置
var getPoint = touch.getLocation(); //物体当前区域所在的位置
var contentSize = this.getContentSize();
var myRect = cc.rect(0, 0, contentSize.width, contentSize.height);
myRect.origin.x += this.getPosition().x;
myRect.origin.y += this.getPosition().y;
//判断点击是否在区域上
return cc.rectContainsPoint(myRect,getPoint);
},
//刚触摸瞬间
onTouchBegan:function (touch, event) {
if (!this.containsTouchLocation(touch)) return false;
this.beginPoint = touch.getLocation();
// this.setZIndex(100);
this.flash = true;
this.setScale(1.2);
return true;
},
//触摸移动
onTouchMoved:function (touch, event) {
if (!this.containsTouchLocation(touch)) return false;
var touchPoint = touch.getLocation();
var xDist = touchPoint.x - this.beginPoint.x,yDist = touchPoint.y - this.beginPoint.y;
//移动距离超过10个像素位才有效
if((Math.abs(xDist) >= 10 || Math.abs(yDist) >= 10)&&this.flash){
this.flash = false;
var block = this;
if(Math.abs(xDist) > Math.abs(yDist)){
if(xDist > 0){this.moveRight(block);}
else{this.moveLeft(block);}
}
else{
if(yDist > 0){this.moveUp(block);}
else{this.moveDown(block);}
}
return false;
}
},
onTouchEnded:function(touch,event){
this.setScale(1);
this.flash = true;
}, moveLeft:function(block){
if(block.pointX == 0)return;
var leftBlock = Block.getBlock(block.pointX - 1,block.pointY);
if(leftBlock){
leftBlock.pointX = block.pointX;
leftBlock.setPosition(block.pointX*60,block.pointY*60+30);
leftBlock.checkTheSame();
}
block.pointX --;
block.setPosition(block.pointX*60,block.pointY*60+30);
block.checkTheSame();
},
moveRight:function(block){
if(block.pointX == LLK.LEVEL.x - 1)return;
var rightBlock = Block.getBlock(block.pointX + 1,block.pointY);
if(rightBlock){
rightBlock.pointX = block.pointX;
rightBlock.setPosition(block.pointX*60,block.pointY*60+30);
rightBlock.checkTheSame();
}
block.pointX ++;
block.setPosition(block.pointX*60,block.pointY*60+30);
block.checkTheSame();
},
moveUp:function(block){
if(block.pointY == LLK.LEVEL.y - 1)return;
var upBlock = Block.getBlock(block.pointX,block.pointY+1);
if(upBlock){
upBlock.pointY = block.pointY;
upBlock.setAnchorPoint(cc.p(0, 0));
upBlock.setPosition(block.pointX*60,block.pointY*60+30);
upBlock.checkTheSame();
}
block.pointY ++;
block.setPosition(block.pointX*60,block.pointY*60+30);
block.checkTheSame();
},
moveDown:function(block){
if(block.pointY == 0)return;
var downBlock = Block.getBlock(block.pointX,block.pointY - 1);
if(downBlock){
downBlock.pointY = block.pointY;
downBlock.setPosition(block.pointX*60,block.pointY*60+30);
downBlock.checkTheSame();
}
block.pointY --;
// block.setAnchorPoint(cc.p(0, 0));
block.setPosition(block.pointX*60,block.pointY*60+30);
block.checkTheSame();
},
checkTheSame:function(){
this.checkLeft() || this.checkUp()||this.checkRight()||this.checkDown();
},
checkLeft:function(){
if(this.pointX == 0)return false;
var leftBlock = Block.getBlock(this.pointX - 1,this.pointY);
if(leftBlock && leftBlock.name == this.name){
this.destroy();
leftBlock.destroy();
return true;
}
return false;
},
checkRight:function(){
if(this.pointX == LLK.LEVEL.x - 1)return false;
var rightBlock = Block.getBlock(this.pointX + 1,this.pointY);
if(rightBlock && rightBlock.name == this.name){
this.destroy();
rightBlock.destroy();
return true;
}
return false;
},
checkUp:function(){
if(this.pointY == LLK.LEVEL.y - 1)return false;
var upBlock = Block.getBlock(this.pointX,this.pointY+1);
if(upBlock && upBlock.name == this.name){
this.destroy();
upBlock.destroy();
return true;
}
return false;
},
checkDown:function(){
if(this.pointY == 0)return false;
var downBlock = Block.getBlock(this.pointX,this.pointY - 1);
if(downBlock && downBlock.name == this.name){
this.destroy();
downBlock.destroy();
return true;
}
return false;
} }); Block.getBlock = function(pointX,pointY) {
  for (var j = 0,len = LLK.map.length; j < len; j++) {
    if (LLK.map[j].active && pointX == LLK.map[j].pointX && pointY == LLK.map[j].pointY)
    {
      return LLK.map[j];
    }
  }
  return null;
};
  首先我们先来看Block的几个重要属性:name是block的名字属性,用来判断相邻的block是不是同种类型,active是block是否存在界面上的标识,pointX,pointY是block的位置坐标。
接下来我们看构造方法ctor
ctor:function (arg) {
this._super();
if(!arg)return;
this.initWithSpriteFrameName(arg);
this.name = arg;
// cc.registerTargetedDelegate(0,true,this);
cc.Director.getInstance().getTouchDispatcher().addTargetedDelegate(this, 0, true);
},

  构造方法中,使用initWithSpriteFrameName方法根据传进来的参数初始化sprite,同时,给sprite的name属性赋值,之后添加该sprite的触摸监听事件。

  接下来看getBlock这个方法,它根据传入的坐标位置获取相对应的block,而获取的这个block前提是它的active属性为true,也就是获取到的是还存在界面上的block,不存在的话就返回null。
Block.getBlock = function(pointX,pointY) {
  for (var j = 0,len = LLK.map.length; j < len; j++) {
    if (LLK.map[j].active && pointX == LLK.map[j].pointX && pointY == LLK.map[j].pointY)
    {
      return LLK.map[j];
    }
  }
  return null;
};
  onTouchBegan、onTouchMoved、onTouchEnded是对触摸事件的相应,在onTouchBegan和onTouchMoved中,我们需要先行判断当前的触点是否存在与sprite上,所有我们有了containsTouchLocation这个方法 ,在刚触摸的瞬间我们把sprite放大并且把当前的flash标识设置为true,这个flash标识是用来判断我们的触摸拖动是否已经结束(其实也应该可以不用这么做,但是我在调试中发现了个bug,所以就设置了这个标识),而在onTouchMoved中,我们根据拖动的位移判断当前是往那个方向移动,然后移动Block。移动结束后,我们在onTouchEnded把Block的大小还原。
    //判断触摸点是否在图片的区域上
containsTouchLocation:function (touch) {
//获取触摸点位置
var getPoint = touch.getLocation(); //物体当前区域所在的位置
var contentSize = this.getContentSize();
var myRect = cc.rect(0, 0, contentSize.width, contentSize.height);
myRect.origin.x += this.getPosition().x;
myRect.origin.y += this.getPosition().y;
//判断点击是否在区域上
return cc.rectContainsPoint(myRect,getPoint);
},
//刚触摸瞬间
onTouchBegan:function (touch, event) {
if (!this.containsTouchLocation(touch)) return false;
this.beginPoint = touch.getLocation();
// this.setZIndex(100);
this.flash = true;
this.setScale(1.2);
return true;
},
//触摸移动
onTouchMoved:function (touch, event) {
if (!this.containsTouchLocation(touch)) return false;
var touchPoint = touch.getLocation();
var xDist = touchPoint.x - this.beginPoint.x,yDist = touchPoint.y - this.beginPoint.y;
//移动距离超过10个像素位才有效
if((Math.abs(xDist) >= 10 || Math.abs(yDist) >= 10)&&this.flash){
this.flash = false;
var block = this;
if(Math.abs(xDist) > Math.abs(yDist)){
if(xDist > 0){this.moveRight(block);}
else{this.moveLeft(block);}
}
else{
if(yDist > 0){this.moveUp(block);}
else{this.moveDown(block);}
}
return false;
}
},
onTouchEnded:function(touch,event){
this.setScale(1);
this.flash = true;
},
  而在我们移动方块后,我们需要判断发生位移的方块是否在上下左右4个方向上存在相同的方块,这个通过checkTheSame来实现,具体看源码
checkTheSame:function(){
this.checkLeft() || this.checkUp()||this.checkRight()||this.checkDown();
},
之后是相同的方块销毁隐藏
//销毁隐藏
destroy:function () {
var explosion =Explosion.getOrCreateExplosion();
explosion.setPosition(this.getPosition());
// SparkEffect.getOrCreateSparkEffect(this.getPosition());
if(LLK.SOUND){
cc.AudioEngine.getInstance().setMusicVolume(0.7);
cc.AudioEngine.getInstance().playEffect(s_explodeEffect_mp3);
}
     this.setVisible(false);
this.active = false;
LLK.COUNT --;
if(LLK.COUNT <= 0/* || 1*/){
g_sharedGameLayer.onGameOver();
}
},
在该方法中,我们隐藏Block并且在Block的位置添加爆炸效果然后播放音效,之后,我们的Block总计数减1,然后在计数为0的时候游戏结束,调用主程序的onGameOver方法结束游戏。