Cocos2d-js3.3 物品收集效果

前端之家收集整理的这篇文章主要介绍了Cocos2d-js3.3 物品收集效果前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。

今天来实现一下游戏中物品收集的效果

下面,来看看效果图:


接下来,废话不多说,上代码

var HelloWorldLayer = cc.Layer.extend({
    _stuffList: [],//物品列表
    _counterLabel: null,//计数标签
    _count: 0,//数量
    _time: 0,//时间
    ctor:function () {
        this._super();

        winSize = cc.winSize;

        //创建计数器
        this._createCounter();

        //创建物品
        this._createStuff();

        //启动更新,5秒后自动收集全部物品
        this.scheduleUpdate();

        return true;
    },onEnter: function()
    {
        this._super();
        cc.eventManager.addListener({
            event: cc.EventListener.TOUCH_ONE_BY_ONE,onTouchBegan: this.onTouchBegan
        },this);
    },//创建计数器
    _createCounter: function()
    {
        //图标
        var icon = new cc.Sprite(res.Icon_png);
        icon.setPosition(cc.p(winSize.width - 100,winSize.height - 30));
        icon.setScale(0.5);
        this.addChild(icon,101);

        //计数标签
        this._counterLabel = new cc.LabelTTF("×" + this._count++,"Arial",36);
        this._counterLabel.setAnchorPoint(cc.p(0,0));
        this._counterLabel.setPosition(cc.p(icon.getPositionX() + 25,winSize.height - 50));
        this.addChild(this._counterLabel);
    },//创建物品
    _createStuff: function()
    {
        for(var i=0; i<10; i++)
        {
            var width = winSize.width * cc.random0To1();
            var height = winSize.height/2 * cc.random0To1();
            var stuff = new cc.Sprite(res.Icon_png);
            stuff.setPosition(cc.p(width,height));
            this._stuffList.push(stuff);
            this.addChild(stuff);
        }
    },onTouchBegan: function(touch,event)
    {
        var target = event.getCurrentTarget();
        var touchPos = touch.getLocation();

        //遍历物品列表,查看是否触摸到物品
        //是的话从物品列表中移除该物品,并执行收集动作
        for(var i in target._stuffList)
        {
            var stuff = target._stuffList[i];
            if(target.isCollision(touchPos,stuff))
            {
                target._stuffList.splice(i,1);
                target.collectAction(stuff);
            }
        }
        return false;
    },//收集动作
    collectAction: function(stuff)
    {
        var scaleBig = new cc.ScaleTo(0.2,1.2);
        var moveTo = new cc.MoveTo(1.0,this.getChildByTag(101).getPosition());
        var scaleSmall = new cc.ScaleTo(1.0,0.5);
        var spawn = new cc.Spawn(moveTo,scaleSmall);
        var callfun = new cc.CallFunc(function()
        {
            stuff.removeFromParent();
            this._counterLabel.setString("×" + this._count++);
        },this);
        var actions = new cc.Sequence(scaleBig,spawn,callfun);
        stuff.runAction(actions);
    },//点和矩形碰撞检测
    isCollision: function(point,rect)
    {
        //获得矩形的左上角坐标p1和右下角坐标p2
        var p1 = cc.p(rect.x - rect.width/2,rect.y + rect.height/2);
        var p2 = cc.p(rect.x + rect.width/2,rect.y - rect.height/2);

        //判断点p的x坐标是否大于p1的x坐标,并且小于p2的x坐标,并且p的y坐标大于p2的y坐标,并且小于p2的y坐标
        if(point.x > p1.x && point.x < p2.x && point.y > p2.y && point.y < p1.y)
        {
            return true;
        }
        else
        {
            return false;
        }
    },update: function(dt)
    {
        if(this._time < 5)
        {
            this._time += dt;
            return;
        }

        //5秒后遍历物品列表,收集剩余的物品
        for(var i in this._stuffList)
        {
            var stuff = this._stuffList[i];
            this.collectAction(stuff);
            this._stuffList.splice(i,1);
        }
    },onExit: function()
    {
        this._super();
        cc.eventManager.removeListener(cc.EventTouch.TOUCH_ONE_BY_ONE);
    }
});
 
 

代码比较简单,而且有注释,这里就不多说了...

如果有什么问题,欢迎提出...

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