背景:
上一篇,已经实现了水果不断向上抛的效果和开始界面,这一篇我们将分析如何切水果,获得分数;运行demo需要配置好CocosEditor,暂不支持其他工具。demo是跨平台的,可移植运行android,ios,html5网页等,代码是基于javascript语言,cocos2d-x游戏引擎,CocosEditor手游开发工具完成的。
源代码下载:
请到代码集中营下载(水果忍者 cocos2d-JS 源代码):http://blog.makeapp.co/?p=319
不同平台下的效果图:
windows
html5网页
android平台
代码分析:
1 创建水果静态数组,每一个水果都有四个参数,编号,分数,本身的图片,切除后的碎片;这里定义好了,下面直接用;
- FRUIT_DATA = [
- {
- num: 0,
- score: 1,
- fruitImage: "apple.png",
- cutImage: ["apple-1.png", "apple-2.png"]
- },
- {
- num: 1,
- score: 2,
- fruitImage: "banana.png",
- cutImage: ["banana-1.png", "banana-2.png"]
- },
- {
- num: 2,
- score: 2,
- fruitImage: "basaha.png",
- cutImage: ["basaha-1.png", "basaha-2.png"]
- },
- {
- num: 3,
- score: 3,
- fruitImage: "peach.png",
- cutImage: ["peach-1.png", "peach-2.png"]
- },
- {
- num: 4,
- score: 5,
- fruitImage: "sandia.png",
- cutImage: ["sandia-1.png", "sandia-2.png"]
- },
- {
- num: 5,
- score: 0,
- fruitImage: "boom.png",
- cutImage: "boomlight1.png"
- }
- ];
2 检测碰撞事件;
# 触摸有onTouchBegan和onTouchMoved,这是两个点,可以确定刀锋的方向,上一节已讲过;var flash = cc.MySprite.createFlash(this.rootNode, "flash.png", this.pBegin, loc);
# 首先检查碰撞,水果和移动点发生碰撞cc.rectContainsPoint(fruit.getBoundingBox(), loc)
#如果碰撞,播放音效;playEffect;
#创建flash
#水果消失,并产生切成两半 fruit slice
#根据水果的数据获得分数提示 scoretip
- MainLayer.prototype.onTouchesMoved = function (touches, event)
- {
- if (this.gameStatus == OVER) {
- return;
- }
- var loc = touches[0].getLocation();
- for (var i = 0; i < this.fruitList.length; i++) {
- var fruit = this.fruitList[i];
- if (fruit && fruit.cleanuped == false) {
- if (cc.rectContainsPoint(fruit.getBoundingBox(), loc)) {
- //splatter audio
- cc.AudioEngine.getInstance().playEffect(FRUIT_SOUNDS.splatter, false);
- //flash
- var flash = cc.MySprite.createFlash(this.rootNode, "flash.png", this.pBegin, loc);
- //Fruit Slice
- this.newSliceFruit(fruit.num, fruit.getPosition(), flash.getRotation());
- fruit.runAction(cc.ScaleTo.create(0, 0));
- fruit.cleanuped = true;
- //scoreTip
- var fruitScore = FRUIT_DATA[fruit.num].score;
- this.scoreTip(fruit.getPosition(), fruitScore + "");
- this.totalScore += Number(fruitScore);
- this.totalScoreFont.setString(this.totalScore);
- }
- }
- else {
- this.fruitList.splice(i, 1);
- }
- }
- };
3 水果切成两半的方法
#三个参数 水果编号num,切除的位置fruitPosition ,旋转角度rotation;
#从数组取出水果两个碎片图片,并创建两个cut1 cut2精灵
#创建两个cut的贝塞尔动作bezier1 bezier2,方向是相反的
#两个cut 分别runAction();
#本来切除的瞬间有一个果汁溅在墙上的效果shadow,因为没找到合适的图片 代码注释掉了
- MainLayer.prototype.newSliceFruit = function (num, fruitPosition, rotation)
- {
- //one fruit sliced two piece,cut1 and cut2
- var data = FRUIT_DATA[num];
- var cutImages = data.cutImage;
- var cut1 = cc.MySprite.create(this.rootNode, cutImages[0], fruitPosition, 100);
- var cut2 = cc.MySprite.create(this.rootNode, cutImages[1], fruitPosition, 100);
- cut1.setRotation(rotation);
- cut2.setRotation(rotation);
- var controlPoints1 = [
- fruitPosition,
- fruitPosition,
- cc.p(fruitPosition.x - 200, -100)
- ];
- var bezier1 = cc.BezierTo.create(1, controlPoints1);
- var controlPoints2 = [
- fruitPosition,
- fruitPosition,
- cc.p(fruitPosition.x + 200, -100)
- ];
- var bezier2 = cc.BezierTo.create(1, controlPoints2);
- var action2 = cc.RotateBy.create(1, getRandom(360));
- cut1.runAction(cc.Spawn.create(cc.Sequence.create(bezier1, cc.CleanUp.create(cut1)), action2));
- cut2.runAction(cc.Spawn.create(cc.Sequence.create(bezier2, cc.CleanUp.create(cut2)), action2.clone()));
- //fruit shadow
- /*var shadowImages = ["shadow2.png"];
- var colors = [cc.c4b(200, 0, 0, 20), cc.c4b(0, 200, 0, 20), cc.c4b(0, 0, 200, 20), cc.c4b(200, 200, 0, 20)];
- var shadow = cc.MySprite.create(this.rootNode, shadowImages[getRandom(shadowImages.length)], fruitPosition, 10);
- shadow.setColor(colors[getRandom(colors.length)]);
- shadow.setScale(0.5);
- shadow.runAction(cc.Sequence.create(cc.DelayTime.create(2), cc.CleanUp.create(shadow)));*/
- };
4 提示分数,这个很简单,只是一个创建文字标签的方法
- MainLayer.prototype.scoreTip = function (p, message)
- {
- var director = cc.Director.getInstance();
- var size = director.getWinSize();
- var label = cc.LabelTTF.create(message, "Arial", 30);
- label.setPosition(cc.p(p.x, p.y + 50));
- label.setColor(cc.c3b(0, 255, 0));
- label.setZOrder(10000);
- this.rootNode.addChild(label);
- label.runAction(cc.Sequence.create(cc.DelayTime.create(0.8), cc.CleanUp.create(label)));
- return label;
- };
这一篇就到这里;
CocosEditor开发工具:
CocosEditor,它是开发跨平台的手机游戏工具,运行window/mac系统上,javascript脚本语言,基于cocos2d-x跨平台游戏引擎, 集合代码编辑,场景设计,动画制作,字体设计,还有粒子,物理系统,地图等等的,而且调试方便,和实时模拟;
CocosEditor 下载,介绍和教程:http://blog.csdn.net/touchsnow/article/details/19070665;
CocosEditor官方博客:http://blog.makeapp.co/;