六 手游开发神器 cocos2d-x editor 之场景切换

时间:2023-02-08 15:47:22

接着上一节,我们已经创建了一个主游戏场景MainLayer,现在我们需要创建一个开始场景StartLayer,包括StartLayer.ccbx和StartLayer.js两个文件,点击StartLayer上的开始按钮,游戏切换到主游戏场景。


先看运行效果;

六 手游开发神器  cocos2d-x  editor 之场景切换


六 手游开发神器  cocos2d-x  editor 之场景切换


代码下载地址:http://www.kuaipan.cn/file/id_25348935635744469.htm?source=1



 

   首先创建StartLayer.ccbx和StartLayer.js文件,如下图操作(sources右击----new---layer)(sources右击---new---controller)

六 手游开发神器  cocos2d-x  editor 之场景切换


六 手游开发神器  cocos2d-x  editor 之场景切换


   创建成功后,指定控制器;

六 手游开发神器  cocos2d-x  editor 之场景切换


   

     我们设计开始场景,一个颜色背景层,一个MenuItem按钮;

六 手游开发神器  cocos2d-x  editor 之场景切换


六 手游开发神器  cocos2d-x  editor 之场景切换


   场景设计完毕,我们开始编程StartLayer.js ,只需要加入一个函数onPlayClicked(),点击player后跳转到MainLayer.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("", "MainLayer"); }  StartLayer.prototype.onExit = function () {  } 

   然后再去设置Main.js,让主函数先启动StartLayer; 也别忘记加入这行代码require("StartLayer.js");

if (sys.platform == 'browser') {     var require = function (file) {         var d = document;         var s = d.createElement('script');         s.src = file;         d.body.appendChild(s);     } } else {     require("jsb.js"); }  cc.debug = function (msg) {     cc.log(msg); }  cc.BuilderReader.replaceScene = function (path, ccbName) {     var scene = cc.BuilderReader.loadAsSceneFrom(path, ccbName);     cc.Director.getInstance().replaceScene(scene);     return scene; }  cc.BuilderReader.loadAsScene = function (file, owner, parentSize) {     var node = cc.BuilderReader.load(file, owner, parentSize);     var scene = cc.Scene.create();     scene.addChild(node);     return scene; };  cc.BuilderReader.loadAsSceneFrom = function (path, ccbName) {     cc.BuilderReader.setResourcePath(path + "/");     return cc.BuilderReader.loadAsScene(path + "/" + ccbName); }  cc.BuilderReader.loadAsNodeFrom = function (path, ccbName, owner) {     cc.BuilderReader.setResourcePath(path + "/");     return cc.BuilderReader.load(path + "/" + ccbName, owner); }  cc.BuilderReader.runScene = function (module, name) {     var director = cc.Director.getInstance();     var scene = cc.BuilderReader.loadAsSceneFrom(module, name);     var runningScene = director.getRunningScene();     if (runningScene === null) {         cc.log("runWithScene");         director.runWithScene(scene);     }     else {         cc.log("replaceScene");         director.replaceScene(scene);     } }  var ccb_resources = [     {type: 'image', src=\'#\'" /HelloWorld.png"},     {type: 'image', src=\'#\'" /CloseNormal.png"},     {type: 'image', src=\'#\'" /CloseSelected.png"} ];  require("MainLayer.js"); require("StartLayer.js");  if (sys.platform == 'browser') {      var Cocos2dXApplication = cc.Application.extend({         config: document['ccConfig'],         ctor: function () {             this._super();             cc.COCOS2D_DEBUG = this.config['COCOS2D_DEBUG'];             cc.initDebugSetting();             cc.setup(this.config['tag']);             cc.AppController.shareAppController().didFinishLaunchingWithOptions();         },         applicationDidFinishLaunching: function () {             var director = cc.Director.getInstance();             // director->enableRetinaDisplay(true);             // director.setDisplayStats(this.config['showFPS']);             // set FPS. the default value is 1.0/60 if you don't call this             director.setAnimationInterval(1.0 / this.config['frameRate']);             var glView = director.getOpenGLView();             glView.setDesignResolutionSize(1280, 720, cc.RESOLUTION_POLICY.SHOW_ALL);             cc.Loader.preload(ccb_resources, function () {                 cc.BuilderReader.runScene("", "StartLayer");             }, this);             return true;         }     });     var myApp = new Cocos2dXApplication(); } else {     cc.BuilderReader.runScene("", "StartLayer"); }

  

    一切都好了,点击运行;先进入开始界面,点击play跳入游戏主界面


下一篇文章 我会介绍cocos2d-x  editor的字体设计       笔者(李元友)

资料来源:cocos2d-x  editor


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