游戏主界面,同时也是主程序,包括sprite的生成加入以及游戏状态的控制。
下面同样贴下源码再讲解;
/**
* Power by html5中文网(html5china.com)
* author: jackyWHJ
*/
var STATE_PLAYING = 0;
var STATE_GAMEOVER = 1; var g_sharedGameLayer; var GameLayer = cc.Layer.extend({
_time:0,
_timeLabel:null,
_timeString:"", screenRect:null,
_state:STATE_PLAYING,
_explosions:null,
_texOpaqueBatch:null,
_blocks:[],
_heroFrameCache:null,
init:function () {
var bRet = false;
if (this._super()) {
cc.SpriteFrameCache.getInstance().addSpriteFrames(s_textureOpaquePack_plist);
this._heroFrameCache = cc.SpriteFrameCache.getInstance();
this._heroFrameCache.addSpriteFrames(s_textureNormalImage_plist);
cc.SpriteFrameCache.getInstance().addSpriteFrames(s_textureLoveImage_plist);
// reset global values
LLK.map = [];//元素表,Block数组
this._state = STATE_PLAYING; // OpaqueBatch
var texOpaque = cc.TextureCache.getInstance().addImage(s_textureOpaquePack);
this._texOpaqueBatch = cc.SpriteBatchNode.createWithTexture(texOpaque);
this._texOpaqueBatch.setBlendFunc(gl.SRC_ALPHA, gl.ONE);
this.addChild(this._texOpaqueBatch); var winSize = cc.Director.getInstance().getWinSize();
// this._wayManager = new WayManager(this);
this.screenRect = cc.rect(0, 0, winSize.width, winSize.height + 10); // explosion batch node
cc.SpriteFrameCache.getInstance().addSpriteFrames(s_explosion_plist);
var explosionTexture = cc.TextureCache.getInstance().addImage(s_explosion);
this._explosions = cc.SpriteBatchNode.createWithTexture(explosionTexture);
this._explosions.setBlendFunc(gl.SRC_ALPHA, gl.ONE);
this.addChild(this._explosions);
Explosion.sharedExplosion(); this.initBackground();
this.initBlock();
// accept touch now! this._timeLabel = cc.LabelTTF.create("00:00","Arial Bold",16);
this._timeLabel.setPosition(180,520);
this._timeLabel.setColor(cc.c3b(255,255,255));
this.addChild(this._timeLabel,10); if( 'keyboard' in sys.capabilities )
this.setKeyboardEnabled(true); if( 'mouse' in sys.capabilities )
this.setMouseEnabled(true); if( 'touches' in sys.capabilities )
this.setTouchEnabled(true);
if (LLK.SOUND) {
// cc.log(cc.AudioEngine.getInstance().isMusicPlaying());
cc.AudioEngine.getInstance().playMusic(s_bgMusic_mp3,true);
}
// schedule
this.scheduleUpdate();
this.schedule(this.scoreCounter, 1);
bRet = true; g_sharedGameLayer = this;
}
return bRet;
}, initBlock:function(){
var mapIndex = 0,i = 0,j = 0;
var imgLen = LLK.CONTAINER.NORMALIMAGES.length;
if(LLK.MODE){
imgLen = LLK.CONTAINER.NORMALIMAGES.length;
for ( i = 0; i < LLK.LEVEL.x*LLK.LEVEL.y; i+=2) {
this._blocks[i] = this._blocks[i + 1] = LLK.CONTAINER.NORMALIMAGES[Math.floor(Math.random() * imgLen)];
}
}
else{
imgLen = LLK.CONTAINER.MENGIMAGES.length;
for ( i = 0; i < LLK.LEVEL.x*LLK.LEVEL.y; i+=2) {
this._blocks[i] = this._blocks[i + 1] = LLK.CONTAINER.MENGIMAGES[Math.floor(Math.random() * imgLen)];
}
}
var imgName = "";
for ( j=0; j < LLK.LEVEL.y; j++) {
for ( i=0; i < LLK.LEVEL.x; i++) {
imgName = this.randomArray(this._blocks);
var temp = new Block(imgName);
temp.pointX = i;
temp.pointY = j;
temp.name = imgName;
temp.id = mapIndex;
LLK.map[temp.id] = temp;
temp.setAnchorPoint(cc.p(0, 0));
temp.setPosition(i*60, j*60+30);
this.addChild(temp);
mapIndex ++;
}
}
LLK.COUNT = mapIndex;
},
randomArray:function (arr){
var index = Math.floor(Math.random()*arr.length);
return arr.splice(index,1)[0];
}, scoreCounter:function () {
if( this._state == STATE_PLAYING ) {
this._time++; var minute = 0 | (this._time / 60);
var second = this._time % 60;
minute = minute > 9 ? minute : "0" + minute;
second = second > 9 ? second : "0" + second;
this._timeString = minute + ":" + second;
this._timeLabel.setString(this._timeString);
// this._levelManager.loadLevelResource(this._time);
}
}, initBackground:function () {
// bg
var bgImage = s_b03;
if(Math.random() > 0.5){
bgImage = s_b04;
}
this._backSky = cc.Sprite.create(bgImage);
this._backSky.setAnchorPoint(cc.p(0, 0));
this._backSkyHeight = this._backSky.getContentSize().height;
this.addChild(this._backSky, -10);
},
onGameOver:function () {
this._state = STATE_GAMEOVER;
var scene = cc.Scene.create();
scene.addChild(GameOver.create());
cc.Director.getInstance().replaceScene(cc.TransitionFade.create(1.2, scene));
}
}); GameLayer.create = function () {
var sg = new GameLayer();
if (sg && sg.init()) {
return sg;
}
return null;
}; GameLayer.scene = function () {
var scene = cc.Scene.create();
var layer = GameLayer.create();
scene.addChild(layer, 1);
return scene;
}; GameLayer.prototype.addExplosions = function (explosion) {
this._explosions.addChild(explosion);
};
GameLayer.prototype.addSpark = function (spark) {
this._texOpaqueBatch.addChild(spark);
};
首先,我们同样是把该界面所需的纹理集添加进来
cc.SpriteFrameCache.getInstance().addSpriteFrames(s_textureOpaquePack_plist);
this._heroFrameCache = cc.SpriteFrameCache.getInstance();
this._heroFrameCache.addSpriteFrames(s_textureNormalImage_plist);
cc.SpriteFrameCache.getInstance().addSpriteFrames(s_textureLoveImage_plist);
这里因为我们这个游戏存在这2个模式,所以有2个纹理集,之后的程序中会根据当前选择的模式对应使用纹理集。
之后添加爆炸效果的纹理集,创建cc.SpriteBatchNode然后把它加入Layer。
// explosion batch node
cc.SpriteFrameCache.getInstance().addSpriteFrames(s_explosion_plist);
var explosionTexture = cc.TextureCache.getInstance().addImage(s_explosion);
this._explosions = cc.SpriteBatchNode.createWithTexture(explosionTexture);
this._explosions.setBlendFunc(gl.SRC_ALPHA, gl.ONE);
this.addChild(this._explosions);
Explosion.sharedExplosion();
接下来便是初始化背景和Block,背景的我们在教程1有介绍这里就不再多说,说说initBlock方法吧
initBlock:function(){
var mapIndex = 0,i = 0,j = 0;
var imgLen = LLK.CONTAINER.NORMALIMAGES.length;
if(LLK.MODE){
imgLen = LLK.CONTAINER.NORMALIMAGES.length;
for ( i = 0; i < LLK.LEVEL.x*LLK.LEVEL.y; i+=2) {
this._blocks[i] = this._blocks[i + 1] = LLK.CONTAINER.NORMALIMAGES[Math.floor(Math.random() * imgLen)];
}
}
else{
imgLen = LLK.CONTAINER.MENGIMAGES.length;
for ( i = 0; i < LLK.LEVEL.x*LLK.LEVEL.y; i+=2) {
this._blocks[i] = this._blocks[i + 1] = LLK.CONTAINER.MENGIMAGES[Math.floor(Math.random() * imgLen)];
}
}
var imgName = "";
for ( j=0; j < LLK.LEVEL.y; j++) {
for ( i=0; i < LLK.LEVEL.x; i++) {
imgName = this.randomArray(this._blocks);
var temp = new Block(imgName);
temp.pointX = i;
temp.pointY = j;
temp.id = mapIndex;
LLK.map[temp.id] = temp;
temp.setAnchorPoint(cc.p(0, 0));
temp.setPosition(i*60, j*60+30);
this.addChild(temp);
mapIndex ++;
}
}
LLK.COUNT = mapIndex;
},
在该方法中,我们根据当前选择的模式随机生成this._blocks数组,记住这里的block是成对出现的。之后我们根据我们的界面的XY层数从我们的this._blocks数组中随机取出元素,取出的元素作为参数初始化Block然后把它添加到Layer中,在生成Block的时候我们要注意给Block的坐标pointX 、pointY赋值,并且使用我们的map数组缓存Block数组,供之后的Block移动查找移动位置的Block使用,最后,我们不要忘记给我们的Block计数附上值。
之后在构造方法里我们做了这样一件事,把时间显示label添加到Layer
this._timeLabel = cc.LabelTTF.create("00:00","Arial Bold",16);
this._timeLabel.setPosition(180,520);
this._timeLabel.setColor(cc.c3b(255,255,255));
this.addChild(this._timeLabel,10);
接下来就是我们的时间统计了this.schedule(this.scoreCounter, 1);这里每隔一秒调用一下scoreCounter方法,我们来看看这个方法
scoreCounter:function () {
if( this._state == STATE_PLAYING ) {
this._time++; var minute = 0 | (this._time / 60);
var second = this._time % 60;
minute = minute > 9 ? minute : "0" + minute;
second = second > 9 ? second : "0" + second;
this._timeString = minute + ":" + second;
this._timeLabel.setString(this._timeString);
// this._levelManager.loadLevelResource(this._time);
}
},
当游戏还在运行状态,时间计数每次加1然后转化成相应的时间显示形式之后修改时间显示label的内容。
之后,我们还有一个游戏结束的调用方法
onGameOver:function () {
this._state = STATE_GAMEOVER;
var scene = cc.Scene.create();
scene.addChild(GameOver.create());
cc.Director.getInstance().replaceScene(cc.TransitionFade.create(1.2, scene));
}
它做的是修改游戏的状态并且切换游戏场景。
下面是几个主要功能的教程
用cocos2d-html5做的消除类游戏《英雄爱消除》——概述
用cocos2d-html5做的消除类游戏《英雄爱消除》(1)——系统主菜单
用cocos2d-html5做的消除类游戏《英雄爱消除》(2)——Block设计实现
用cocos2d-html5做的消除类游戏《英雄爱消除》(3)——游戏主界面
用cocos2d-html5做的消除类游戏《英雄爱消除》(4)——游戏结束
ps:概述中有完整的源码链接