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