進入遊戲主場景,遊戲需要臨時暫停、重新選關、重新玩等等,所以玩家點擊暫停按鈕,彈出一個選擇懸浮層,這一節我們來實現;
效果如下:
點擊右上角遊戲暫停;
返回回到開始界面;
代碼下載:http://www.kuaipan.cn/file/id_25348935635744972.htm?source=1
首先創建一個PauseLayer.ccbx,設計如下圖,包括一個精靈和三個按鈕,一個返回按鈕、重新開始按鈕、選關按鈕;
給每一個MenuItem安排點擊事件,指定target,圖片資源;
打開MainLayer.ccbx,添加暫停按鈕;
打開MainLayer.js,首先給暫停按鈕事件;
MainLayer.prototype.onPauseClicked = function () { //點擊暫停遊戲
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();
}
然後給返回和重新開始安排點擊事件;
MainLayer.prototype.onRenewClicked = function () { //返回到開始界面
cc.Director.getInstance().resume();
cc.log("onRenewClicked");
cc.BuilderReader.runScene("", "StartLayer");
}
MainLayer.prototype.onReplayClicked = function () { //新遊戲
cc.Director.getInstance().resume();
cc.log("onReplayClicked");
cc.BuilderReader.runScene("", "MainLayer");
}
MainLayer,js全部代碼;
//
// 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");//添加幀動畫文件
var action0 = cc.Sequence.create(cc.MoveTo.create(5, cc.p(x, y))); //向前移動
var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation("monster")); //獲取幀動畫
var action1 = cc.Repeat.create(actionFrame, 90000);
var action2 = cc.Spawn.create(action0, action1); //同步動畫
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 () { //返回到開始界面
cc.Director.getInstance().resume();
cc.log("onRenewClicked");
cc.BuilderReader.runScene("", "StartLayer");
}
MainLayer.prototype.onReplayClicked = function () { //新遊戲
cc.Director.getInstance().resume();
cc.log("onReplayClicked");
cc.BuilderReader.runScene("", "MainLayer");
}
/*MainLayer.prototype.onReturnClicked = function () { //返回遊戲
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 () { //點擊暫停遊戲
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);
}
點擊運行,效果圖在最上面;
下一篇文章 我會介紹cocos2d-x editor的選關界面 筆者(李元友)
資料來源:cocos2d-x editor