转载请注明出处:http://blog.csdn.net/oyangyufu/article/details/24736711
源代码下载:http://download.csdn.net/detail/oyangyufu/7272177
GameLayer场景界面效果:
源代码分析:
GameLayer场景初始化,主要是初始化载入界面及背景音乐
bool GameLayer::init()
{
float dt=0.0f;
if ( !CCLayerColor::initWithColor(ccc4(255, 255, 255, 255)))
{
return false;
}
this->initLoadingUI();
//循环播放三首背景音乐
this->playSound1(dt);
return true;
}
载入界面
void GameLayer::initLoadingUI()
{
loadSprite=CCSprite::create("loading_logo-hd.png");
loadSprite->setPosition(ccp(wSize.width/2, wSize.height/2));
this->addChild(loadSprite, 0);
this->loadingAnimation(); //载入时动作
}
load界面动画
void GameLayer::loadingAnimation()
{
CCFadeOut *ac1=CCFadeOut::create(3.0f);
CCSequence *seq=CCSequence::create(ac1,CCCallFunc::create(this, callfunc_selector(GameLayer::removeLoadSprite)),NULL); //载入完后消失
loadSprite->runAction(seq);
}
删除load界面
void GameLayer::removeLoadSprite()
{
loadSprite->removeFromParentAndCleanup(true);
this->initData(); //初始本场景数据
this->initUI(); //初始化本场景UI
}
初始关卡数据、等级数值
void GameLayer::initData()
{
char st[10];
//dialogLevelString=CCString::create(UTEXT("第一关"));
dialogLevelString=CCString::create("第一关");
++_level_num;
CCLOG("_level_num: %d", _level_num);
sprintf(st, "%d", _level_num) ;
_level=CCString::create(st);
}
本场景UI初始化。基本跟上一个场景几乎相同
void GameLayer::initUI()
{
CCSprite *bgSprite=NULL;
if (wSize.width==1136 && wSize.height==640)
{
bgSprite=CCSprite::create("background_568-hd.png");
}
else
{
bgSprite=CCSprite::create("background-hd.png");
}
bgSprite->setPosition(ccp(wSize.width/2, wSize.height/2));
this->addChild(bgSprite, 0);
//加入白云(1)
CCSprite *cloudSprite=CCSprite::create("background_cloud_1-hd.png");
cloudSprite->setAnchorPoint(ccp(0, 0));
cloudSprite->setPosition(ccp(0, wSize.height-cloudSprite->getContentSize().height));
this->addChild(cloudSprite, 1);
//加入白云倒影
CCSprite *daoyingloudSprite=CCSprite::create("background_cloud_1-hd.png");
daoyingloudSprite->setAnchorPoint(ccp(0, 0));
//垂直翻转
daoyingloudSprite->setFlipY(true);
daoyingloudSprite->setOpacity(40);
daoyingloudSprite->setPosition(ccp(wSize.width-cloudSprite->getContentSize().width-40, wSize.height-cloudSprite->getContentSize().height-78*2));
this->addChild(daoyingloudSprite, 1);
//加入白云(2)
CCSprite *cloud2Sprite=CCSprite::create("background_cloud_2-hd.png");
cloud2Sprite->setAnchorPoint(ccp(0, 0));
cloud2Sprite->setPosition(ccp(cloudSprite->getPosition().x+cloudSprite->getContentSize().width, wSize.height-cloud2Sprite->getContentSize().height));
this->addChild(cloud2Sprite, 1);
//加入岛
CCSprite *landSprite=CCSprite::create("island-hd.png");
landSprite->setAnchorPoint(ccp(0, 0));
landSprite->setPosition(ccp(wSize.width-landSprite->getContentSize().width-20*2, wSize.height-landSprite->getContentSize().height-47*2));
this->addChild(landSprite, 1);
//加入岛倒影
CCSprite *daoyinglandSprite=CCSprite::create("island-hd.png");
daoyinglandSprite->setAnchorPoint(ccp(0, 0));
daoyinglandSprite->setFlipY(true);
daoyinglandSprite->setOpacity(40);
daoyinglandSprite->setPosition(ccp(wSize.width-landSprite->getContentSize().width-20*2, wSize.height-landSprite->getContentSize().height-78*2));
this->addChild(daoyinglandSprite, 1);
this->initDialog(); //关卡对话框
//加入杯子图标
leisureSprite=CCSprite::create("game_leisure_logo-hd.png");
leisureSprite->setPosition(ccp(leisureSprite->getContentSize().width/2+10*2, wSize.height+leisureSprite->getContentSize().height/2));
this->addChild(leisureSprite, 1);
//加入等级图标
levelSprite=CCSprite::create("orange_font_level-hd.png");
levelSprite->setPosition(ccp(leisureSprite->getContentSize().width/2+8*2, 255*2));
this->addChild(levelSprite, 1);
levelSprite->setVisible(false);
//加入等级精灵
levelnumsAtlas=CCLabelAtlas::create(_level->getCString(), "small_blue_number_level-hd.png",16, 20, '0');
levelnumsAtlas->setScale(1.2f);
levelnumsAtlas->setPosition(ccp(leisureSprite->getContentSize().width/2-6*2,levelSprite->getPosition().y-20*2));
levelnumsAtlas->setVisible(false);
this->addChild(levelnumsAtlas, 1);
//加入暂停菜单
pauseSprite=CCSprite::create("button_pause-hd.png");
CCSprite *pauseSprite_s=CCSprite::create("button_pause-hd.png");
CCMenuItemSprite *item=CCMenuItemSprite::create(pauseSprite, pauseSprite_s, this, menu_selector(GameLayer::pausePressed));//菜单2种状态转换
pausemenu=CCMenu::create(item,NULL);
item->setAnchorPoint(ccp(0.5, 0.5));
pausemenu->setPosition(ccp(pauseSprite->getContentSize().width/2+10*2,-pauseSprite->getContentSize().height/2));
this->addChild(pausemenu, 1);
this->dialogAnimaton();
//加入进度条背景
progressbgSprite=CCSprite::create("time_slot-hd.png");
progressbgSprite->setAnchorPoint(ccp(0, 0));
progressbgSprite->setPosition(ccp(120, wSize.height-55));
this->addChild(progressbgSprite, 1);
progressbgSprite->setVisible(false);
CCSprite *progressSprite=CCSprite::create("time_bars-hd.png");
//加入进度条
progress=CCProgressTimer::create(progressSprite);
progress->setAnchorPoint(ccp(0, 0));
progress->setType(kCCProgressTimerTypeBar);
progress->setPosition(ccp(120, wSize.height-55));
//加入效果
progress->setMidpoint(ccp(0, 0));
//加入进度条宽高变化
progress->setBarChangeRate(ccp(1, 0));
progress->setPercentage(100);
this->addChild(progress, 1);
progress->setVisible(false);
//加入进度条数值100
numsTTF=CCLabelTTF::create("100", "Thonburi", 24);
numsTTF->setAnchorPoint(ccp(0, 0));
numsTTF->setPosition(ccp(400, wSize.height-55));
numsTTF->setColor(ccBLACK);
this->addChild(numsTTF, 1);
numsTTF->setVisible(false);
//加入暂停界面
pauseLayer=PauseLayer::create();
pauseLayer->setPosition(ccp(-pauseLayer->getContentSize().width, wSize.height/2-pauseLayer->getContentSize().height/2));
this->addChild(pauseLayer, 1);
//设置监听事件
pauseLayer->backitem->setTarget(this, menu_selector(GameLayer::backPressed));//上一步菜单
pauseLayer->startitem->setTarget(this, menu_selector(GameLayer::startPressed)); //继续菜单
pauseLayer->restartitem->setTarget(this,menu_selector(GameLayer::restartPressed)); //重新启动菜单
//布局连连看地图
mapLayer=MapLayer::create();
mapLayer->setPosition(120,20);
this->addChild(mapLayer, 1);
mapLayer->setVisible(false);
}
初始化关卡弹出框
void GameLayer::initDialog()
{
//弹出框
dialogLayer=CCLayerColor::create(ccc4(0, 0, 0, 0), 333*2, 235*2);
dialogLayer->setPosition(ccp(wSize.width/2-dialogLayer->getContentSize().width/2, wSize.height/2-dialogLayer->getContentSize().height/2));
dialogLayer->setScale(0.9);
this->addChild(dialogLayer, 1);
CCSprite *dialogSprite=CCSprite::create("game_dialog-hd.png");
dialogSprite->setAnchorPoint(ccp(0, 0));
dialogSprite->setPosition(ccp(0, 0));
dialogLayer->addChild(dialogSprite, 1);
//标题1
CCLabelTTF *dialoglevel=CCLabelTTF::create(dialogLevelString->getCString(), "Marker Felt", 50);
dialoglevel->setAnchorPoint(ccp(0, 0));
dialoglevel->setPosition(ccp(dialogLayer->getContentSize().width/2-dialoglevel->getContentSize().width/2, dialogLayer->getContentSize().height/2-dialoglevel->getContentSize().height/2+30*2));
dialoglevel->setColor(ccWHITE);
dialogLayer->addChild(dialoglevel, 1, 310);
}
暂停对话框及各按键的事件处理:
源代码分析:
暂停菜单
void GameLayer::pausePressed(CCObject* pSender)
{
// CCLOG("111111111111");
// CCDirector::sharedDirector()->pause();
SimpleAudioEngine::sharedEngine()->playEffect("3.wav");//菜单音效
this->functionSpriteAnimation(CCPoint(leisureSprite->getContentSize().width/2+10*2, wSize.height+leisureSprite->getContentSize().height/2+5*2) ,CCPoint(leisureSprite->getContentSize().width/2+10*2, wSize.height+leisureSprite->getContentSize().height/2));
this->functionPauseSpriteAnimation(CCPoint(pausemenu->getPosition().x, -pauseSprite->getContentSize().height/2-5*2), CCPoint(pausemenu->getPosition().x, -pauseSprite->getContentSize().height/2));
//暂停隐藏等级图标、进度条图标等
levelSprite->setVisible(false);
levelnumsAtlas->setVisible(false);
progressbgSprite->setVisible(false);
progress->setVisible(false);
numsTTF->setVisible(false);
CCMoveTo *ac1=CCMoveTo::create(0.15, CCPoint(-44*2, pauseLayer->getPosition().y));
CCMoveTo *ac2=CCMoveTo::create(0.15, CCPoint(-100, pauseLayer->getPosition().y));
CCSequence *seq=CCSequence::create(ac1,ac2,CCCallFunc::create(this, callfunc_selector(GameLayer::gamePause)),NULL);//暂停游戏
pauseLayer->runAction(seq);
}
游戏暂停
void GameLayer::gamePause()
{
CCDirector::sharedDirector()->pause();
}
此弹出框动画
void GameLayer::dialogAnimaton()
{
SimpleAudioEngine::sharedEngine()->playEffect("19.wav");
CCShow *ac1=CCShow::create();
CCScaleTo *ac2=CCScaleTo::create(0.1f, 1.0);
CCSpawn *spwan=CCSpawn::create(ac1,ac2,NULL);
CCSequence *seq=CCSequence::create(spwan,CCCallFunc::create(this, callfunc_selector(GameLayer::dialogAnimaton2)),NULL);
dialogLayer->runAction(seq);
}
void GameLayer::dialogAnimaton2()
{
CCScaleTo *ac1=CCScaleTo::create(0.1f, 0.9);
CCSequence *seq=CCSequence::create(ac1,CCCallFunc::create(this, callfunc_selector(GameLayer::dialogAnimaton3)),NULL);
dialogLayer->runAction(seq);
}
void GameLayer::dialogAnimaton3()
{
CCScaleTo *ac1=CCScaleTo::create(0.1f, 1.0);
CCScaleTo *ac2=CCScaleTo::create(0.2f, 1.2);
CCFadeTo *ac3=CCFadeTo::create(0.2f, 0);
CCSpawn *spwan=CCSpawn::create(ac2,ac3,NULL);
CCSequence *seq=CCSequence::create(ac1,CCDelayTime::create(1.5f),spwan,CCCallFunc::create(this, callfunc_selector(GameLayer::removeDialogLayer)),NULL);
dialogLayer->runAction(seq);
}
对话框消除后,相关图标正常显示,继续走表减时间
void GameLayer::removeDialogLayer()
{
SimpleAudioEngine::sharedEngine()->playEffect("16.wav");
dialogLayer->removeFromParentAndCleanup(true);
levelSprite->setVisible(true);
levelnumsAtlas->setVisible(true);
progressbgSprite->setVisible(true);
progress->setVisible(true);
numsTTF->setVisible(true);
mapLayer->setVisible(true);
this->functionSpriteAnimation(CCPoint(leisureSprite->getPosition().x, wSize.height-leisureSprite->getContentSize().height/2-15*2) ,CCPoint(leisureSprite->getPosition().x, wSize.height-leisureSprite->getContentSize().height/2-10*2));
this->functionPauseSpriteAnimation(CCPoint(pausemenu->getPosition().x, 34*2), CCPoint(pausemenu->getPosition().x, 29*2));
//系统刷新
//this->scheduleUpdate();
this->schedule(schedule_selector(GameLayer::update), 1);
}
返回键,切换上一场景
void GameLayer::backPressed(CCObject* pSender)
{
this->gameRestart();
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();
SimpleAudioEngine::sharedEngine()->playEffect("2.wav");
CCScene *scene=HelloWorld::scene();
//旋转动画
CCDirector::sharedDirector()->replaceScene(CCTransitionFlipX::create(1.2f, scene));
}
进度表倒计时
void GameLayer::update(float dt)
{
int cu=progress->getPercentage();
if (cu>0)//倒记数
{
cu=cu-1.0f;
progress->setPercentage(cu);
CCString *str = CCString::createWithFormat("%d",cu);
numsTTF->setString(str->getCString());
}
if (cu==0)//闯关失败
{
this->unschedule(schedule_selector(GameLayer::update));
CocosDenshion::SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("lose.mp3");
//CCLabelTTF *label = CCLabelTTF::create(UTEXT("闯关失败"), "Arial", 36.0);
CCLabelTTF *label = CCLabelTTF::create("闯关失败", "Arial", 50);
CCSize s = CCDirector::sharedDirector()->getWinSize();
label->setPosition(ccp(s.width/2, s.height/2));
this->addChild(label);
this->scheduleOnce(schedule_selector(GameLayer::exitGame), 1.0);
}
}
void GameLayer::exitGame(float dt)
{
this->gameRestart();
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();
SimpleAudioEngine::sharedEngine()->playEffect("2.wav");
CCScene *scene=HelloWorld::scene();
//旋转动画
CCDirector::sharedDirector()->replaceScene(CCTransitionFlipX::create(1.2f, scene));
}
继续键。游戏继续。暂停对话框消除,显示相关图标
void GameLayer::startPressed(CCObject* pSender)
{
this->gameRestart();
CCMoveTo *ac1=CCMoveTo::create(0.15, CCPoint(-100+4, wSize.height/2-pauseLayer->getContentSize().height/2));
CCMoveTo *ac2=CCMoveTo::create(0.15, CCPoint(-pauseLayer->getContentSize().width, wSize.height/2-pauseLayer->getContentSize().height/2));
CCSequence *seq=CCSequence::create(ac1,ac2,NULL);
pauseLayer->runAction(seq);
levelSprite->setVisible(true);
levelnumsAtlas->setVisible(true);
progressbgSprite->setVisible(true);
progress->setVisible(true);
numsTTF->setVisible(true);
this->functionSpriteAnimation(CCPoint(leisureSprite->getPosition().x, wSize.height-leisureSprite->getContentSize().height/2-15*2) ,CCPoint(leisureSprite->getPosition().x, wSize.height-leisureSprite->getContentSize().height/2-10*2));
this->functionPauseSpriteAnimation(CCPoint(pausemenu->getPosition().x, 34*2), CCPoint(pausemenu->getPosition().x, 29*2));
}
又一次開始键
void GameLayer::restartPressed(CCObject* pSender)
{
this->gameRestart();
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();
SimpleAudioEngine::sharedEngine()->playEffect("2.wav");
CCScene *scene=GameLayer::scene();
//旋转动画
CCDirector::sharedDirector()->replaceScene(CCTransitionRotoZoom::create(1.2f, scene));
}
关闭背景音乐
void PauseLayer::musicPressed(CCObject* pSender)
{
if (SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying())
{
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();
CCSprite *musicSprite=CCSprite::create("button_music_off-hd.png");
CCSprite *musicSprite_s=CCSprite::create("button_music_off-hd.png");
CCMenuItemSprite *musicitem=CCMenuItemSprite::create(musicSprite, musicSprite_s, this, menu_selector(PauseLayer::musicPressed2));
CCMenu *musicmenu=CCMenu::create(musicitem,NULL);
musicitem->setAnchorPoint(ccp(0, 0));
musicmenu->setPosition(ccp(127*2,66*2));
this->addChild(musicmenu, 1);
}
}
void PauseLayer::musicPressed2(CCObject* pSender)
{
SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic();
CCSprite *musicSprite=CCSprite::create("button_music-hd.png");
CCSprite *musicSprite_s=CCSprite::create("button_music-hd.png");
CCMenuItemSprite *musicitem=CCMenuItemSprite::create(musicSprite, musicSprite_s, this, menu_selector(PauseLayer::musicPressed));
CCMenu *musicmenu=CCMenu::create(musicitem,NULL);
musicitem->setAnchorPoint(ccp(0, 0));
musicmenu->setPosition(ccp(127*2,66*2));
this->addChild(musicmenu, 1);
}