背景:
經過消滅星星第二篇算法,最高的山峯已經過去了,剩下的都是小溝小河,沒什麼難度了。這一節筆者繼續完成消滅星星的分數篇,這節主要包括:觸摸提示得分 比如4 blocks 80 points,然後產生單個星星分數並移動到總分上,最後保存最高分;
ps:
1 CocosEditor已發佈新版本,現在提供6個實戰demo學習,包括flappy ,popstar ,fruitninja,moonwarroris,fruitattack,testjavascript;
2 代碼是基於javascript語言,cocos2d-x遊戲引擎,cocos2d-x editor手遊開發工具完成的;
3 運行demo需要配置好CocosEditor,暫不支持其他工具。demo是跨平臺的,可移植運行android,ios,html5網頁等。
源代碼下載:
請到代碼集中營下載(第三四篇合併 分數和關卡):http://blog.makeapp.co/?p=319
不同平臺下的效果圖:(windows、html5、android)
window平臺
mac平臺
html5網頁平臺
android平臺
代碼分析:
1 進入MainLayer.js在onEnter函數裏面,我們需要獲取數據庫裏面的最高分,在cocos裏面我們一般通過sys.localStorage.getItem 和sys.localStorage.setItem來獲取和存儲簡單的數值;
this.bestScore = sys.localStorage.getItem("starBestScore");
if (this.bestScore != null && this.bestScore != undefined) {
this.bestScore = Number(this.bestScore);
}
else {
this.bestScore = 0;
}
this.bestScoreFont.setString(this.bestScore + "");
2 定義分數規則
我們先定義分數規則,選擇的星星越多,分數越高,所以規則是一個二次函數 score=length*length*5;比如選擇4個星星 分數就是4*4*5=80,如果選擇10個星星 分數就是10*10*5=500;然後觸摸星星的時候,如果相同星星的數量大於1時 提示獲取的分數
if (this.sameColorList.length > 1) {
cc.AudioEngine.getInstance().playEffect(PS_MAIN_SOUNDS.select, false);
this.showScoreTip();
}
else {
this.scoreTipLabel.setVisible(false);}
MainLayer.prototype.showScoreTip = function ()
{
this.scoreTipLabel.setVisible(true);
var length = this.sameColorList.length;
var tip = length + " blocks " + length * length * 5 + " points";
this.scoreTipLabel.setString(tip);
}
var starScoreSprite = cc.StarLabel.createScore(this.rootNode, cc.p((36 + col * this.starSize), (36 + row * this.starSize)), this.oneStarScore + "");
starScoreSprite.runAction(cc.Sequence.create(
cc.MoveTo.create(0.3 + k / 20, this.scoreFont.getPosition()),
cc.CleanUp.create(starScoreSprite),
cc.CallFunc.create(function ()
{
this.totalScore += this.oneStarScore;
this.scoreFont.setString(this.totalScore + "");
if (this.totalScore >= this.targetScore) {
if (this.isClear == false) {
this.isClear = true;
this.tipLabel.setVisible(true);
this.tipLabel.setString("Clear!");
this.tipLabel.runAction(cc.Sequence.create(cc.DelayTime.create(1),
cc.MoveTo.create(1, cc.p(110, 1000))
));
cc.AudioEngine.getInstance().playEffect(PS_MAIN_SOUNDS.stageclear);
}
}
}, this)
));
if (deadCount < 10) {
if (deadCount == 0) {
this.totalScore += 1000;
this.scoreFont.setString(this.totalScore + "");
}
this.oneDeadStarScore = Math.floor((1000 - deadCount * 100) / deadCount);
this.oneDeadStarScore = this.oneDeadStarScore - this.oneDeadStarScore % 10;
var starScoreSprite = cc.StarLabel.createScore(this.rootNode,
cc.p((36 + ii * this.starSize), (36 + jj * this.starSize)), this.oneDeadStarScore + "");
starScoreSprite.runAction(cc.Sequence.create(
cc.ScaleTo.create(0, 0),
cc.DelayTime.create(delay), cc.ScaleTo.create(0, 1),
cc.MoveTo.create(0.3 + jj / 20, this.scoreFont.getPosition()),
cc.CleanUp.create(starScoreSprite),
cc.CallFunc.create(function ()
{
this.totalScore += this.oneDeadStarScore;
this.scoreFont.setString(this.totalScore + "");
}, this)
));
}
if (this.totalScore > this.bestScore) {
sys.localStorage.setItem("starBestScore", this.totalScore + "");
}
cc.CleanUp = {};
cc.CleanUp.create = function (sprite)
{
return cc.CallFunc.create(function ()
{
sprite.cleanuped = true;
sprite.removeFromParent(true);
});
}
cc.StarParticle = {};
cc.StarParticle.create = function (node, x, y, name)
{
var particle = cc.ParticleSystem.create("Resources/particles/" + name + ".plist");
particle.setAnchorPoint(cc.p(0.5, 0.5));
particle.setPosition(cc.p(x, y));
particle.setZOrder(120);
node.addChild(particle);
return particle;
};
cc.StarLabel = {};
cc.StarLabel.createScore = function (node, p, message)
{
var label = cc.LabelTTF.create(message, "Arial", 30);
label.setPosition(p);
label.setColor(cc.c3b(255, 255, 255));
label.setZOrder(10000);
node.addChild(label);
return label;
};
cc.StarLabel.createTip = function (node, p, message)
{
var label = cc.LabelTTF.create(message, "Arial", 30);
label.setPosition(p);
label.setColor(cc.c3b(255, 255, 255));
label.setZOrder(10000);
node.addChild(label);
return label;
};
cc.Toast = {};
cc.Toast.create = function (node, message, delay)
{
cc.log("toast");
var director = cc.Director.getInstance();
var size = director.getWinSize();
var label = cc.LabelTTF.create(message, "Arial", 40);
label.setPosition(size.width / 2, size.height / 2 + 100);
label.setColor(cc.c3b(255, 255, 255));
label.setZOrder(10000);
node.addChild(label);
label.runAction(cc.Sequence.create(cc.DelayTime.create(delay), cc.CleanUp.create(label)));
return label;
};
cc.rectCreate = function (p, area)
{
return cc.rect(p.x - area[0], p.y - area[1], area[0] * 2, area[1] * 2);
}
function getRandom(maxSize)
{
return Math.floor(Math.random() * maxSize) % maxSize;
}
很簡單,筆者感覺沒寫什麼。。。
CocosEditor開發工具:
CocosEditor,它是開發跨平臺的手機遊戲工具,運行window/mac系統上,javascript腳本語言,基於cocos2d-x跨平臺遊戲引擎, 集合代碼編輯,場景設計,動畫製作,字體設計,還有粒子,物理系統,地圖等等的,而且調試方便,和實時模擬;
CocosEditor 下載,介紹和教程:http://blog.csdn.net/touchsnow/article/details/19070665;
CocosEditor官方博客:http://blog.makeapp.co/;
PopStar博文系列:
PopStar(消滅星星)遊戲源代碼下載、分析及跨平臺移植---第一篇(界面)
PopStar(消滅星星)遊戲源代碼下載、分析及跨平臺移植---第二篇(算法)
PopStar(消滅星星)遊戲源代碼下載、分析及跨平臺移植---第三篇(分數)
PopStar(消滅星星)遊戲源代碼下載、分析及跨平臺移植---第四篇(關卡)
PopStar(消滅星星)遊戲源代碼下載、分析及跨平臺移植---第五篇(移植)
傳送門(優質博文):
flappy bird遊戲源代碼揭祕和下載後續---移植到android真機上
flappy bird遊戲源代碼揭祕和下載後續---移植到html5網頁瀏覽器
flappy bird遊戲源代碼揭祕和下載後續---日進5萬美元的祕訣AdMob廣告
筆者語:
想了解更多請進入官方博客,最新博客和代碼在官方博客首發;請持續關注,還有更多cocos2dx editor遊戲源碼即將放出;
聯繫筆者:[email protected](郵箱) qq羣:232361142