授权协议: GPL 开发语言: JavaScript 操作系统: 跨平台 别踩白块儿游戏源码(CocosEditor)详细介绍 游戏源代码下载 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
GPL
JavaScript
跨平台
别踩白块儿游戏源码(CocosEditor) 详细介绍
游戏源代码下载 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。 github下载:
https://github.com/makeapp/cocoseditor-piano
不同平台下的效果图: windows平台
html5平台
android平台
代码分析:(只挑选核心主代码分析,更多细节自行研究源码) 1 创建曲谱数组 do、re、mi、fa,sol、la、duo
CITY_OF_SKY = [
4, 3, 4, 1, 3 , 3, 1, 1, 1, 7, 4, 4, 7, 7, 6, 7,
1, 7, 1, 3, 7 , 3 , 6, 5, 6, 1 , 5 , 3, 3];
2 初始化表格,本来先创建4*曲谱数组长度的表格,但为了优化,先创建4*5表格,使用时候再不断新建增加表格;
//tables
this.tables = new Array(this.pianoLengthIndex);
for (var j = 0; j < this.pianoLength; j++) {
var sprites = new Array(4);
var random = getRandom(4);
for (var i = 0; i < 4; i++) {
sprites[i] = this.newBlock(i, j, random);
}
this.tables[j] = sprites;
}
3 创建单个表格元素,可根据colortype在一行里确定一个黑色元素
MainLayer.prototype.newBlock = function (i, j, colorType) {
//simple block
var block = cc.Sprite.create("res/whiteBlock.png");
block.setPosition(cc.p(this.blockWidth / 2 + this.blockWidth * i, this.blockHeight / 2 + this.blockHeight * j));
block.setScaleX(this.scaleX);
block.setScaleY(this.scaleY);
block.setZOrder(100);
block.setAnchorPoint(cc.p(0.5, 0.5));
var color = "white";
if (j == 0) {
block.setColor(cc.c3b(0, 255, 0));
} else {
if (i == colorType) {
block.setColor(cc.c3b(30, 30, 30));
color = "black";
}
}
block.blockData = {col: i, row: j, color: color};
this.blockNode.addChild(block);
return block;
};
4 触摸表格,如果是黑色;如果是当前一行的上一行才能继续; #如果没到顶,创建新的一行moveAddNewSprites,如果到顶了,创建分数结束节点createTopOverNode; #如果整个表格移动到顶if (block.blockData.row == (this.pianoLengthIndex - 1)),游戏结束 this.gameStatus = OVER; #如果没到顶,整个表格往下移一行this.blockNode.runAction(cc.MoveTo.create(0.2, cc.p(0, (this.blockNode.getPositionY() - this.blockHeight * heightNum)))); #单个元素运行一个缩放动画,移动步数+1; this.moveNum += 1;
//touch black
if (block.blockData.color == "black") {
if (block.blockData.row == (this.moveNum + 1)) {
//create new sprite
if (this.pianoLength < this.pianoLengthIndex) { //not reach top
this.moveAddNewSprites();
}
if (this.pianoLength == this.pianoLengthIndex) { //when reach top
this.createTopOverNode();
}
//move down
cc.AudioEngine.getInstance().playEffect(PIANO_SIMPLE[this.pianoListIndex[j - 1]], false);
block.setColor(cc.c3b(100, 100, 100));
var heightNum = 1;
if (block.blockData.row == (this.pianoLengthIndex - 1)) { //when last row ,game success end, move two height
heightNum = 2;
cc.log("end");
this.gameStatus = OVER;
cc.AudioEngine.getInstance().playEffect(SOUNDS.win, false);
}
this.blockNode.runAction(cc.MoveTo.create(0.2, cc.p(0, (this.blockNode.getPositionY() - this.blockHeight * heightNum))));
this.moveNum += 1;
block.runAction(cc.Sequence.create(
cc.ScaleTo.create(0, this.scaleX * 4 / 5, this.scaleY),
cc.ScaleTo.create(0.2, this.scaleX, this.scaleY)
));
}
}
5触摸表格,如果是白色,游戏结束; #创建分数结束节点this.createTopOverNode(); #改变分数节点的颜色背景,结果失败;
this.createTopOverNode(); //create score node and move
this.gameStatus = OVER;
cc.AudioEngine.getInstance().playEffect(SOUNDS.error, false);
block.setColor(cc.c3b(255, 0, 0));
block.runAction(cc.Sequence.create(
cc.ScaleTo.create(0, this.scaleX * 4 / 5, this.scaleY * 4 / 5),
cc.ScaleTo.create(0.2, this.scaleX, this.scaleY)
));
this.scoreNode.bgColor.setColor(cc.c3b(255, 0, 0));
this.scoreNode.result.setString("失败了");
this.scoreNode.runAction(cc.MoveTo.create(0.2, cc.p(0, this.blockHeight * this.moveNum)));
6 创建添加新的一行
MainLayer.prototype.moveAddNewSprites = function () {
cc.log("moveAddNewSprites");
var sprites = new Array(4);
var random = getRandom(4);
for (var k = 0; k < 4; k++) {
sprites[k] = this.newBlock(k, this.pianoLength, random);
}
this.tables[this.pianoLength] = sprites;
this.pianoLength += 1;
};
7 分数结束节点创建函数
MainLayer.prototype.createTopOverNode = function () {
//top score node
this.scoreNode = cc.Node.create();
this.scoreNode.setPosition(cc.p(0, this.blockHeight * this.pianoLength));
this.scoreNode.setAnchorPoint(cc.p(0, 0));
this.scoreNode.setZOrder(130);
this.blockNode.addChild(this.scoreNode);
//color bg
var bgColor = cc.Sprite.create("res/whiteBlock.png");
bgColor.setPosition(cc.p(0, 0));
bgColor.setScaleX(720 / 300);
bgColor.setScaleY(1280 / 500);
bgColor.setAnchorPoint(cc.p(0, 0));
bgColor.setColor(cc.c3b(0, 255, 0));
this.scoreNode.addChild(bgColor);
this.scoreNode.bgColor = bgColor;
//mode
var wordsMode = ["经典", "街机", "禅"];
var modeLabel = cc.LabelTTF.create(wordsMode[GAME_MODE] + "模式", "Arial", 70);
this.scoreNode.addChild(modeLabel);
modeLabel.setPosition(cc.p(350, 1000));
modeLabel.setColor(cc.c3b(0, 0, 0));
modeLabel.setAnchorPoint(cc.p(0.5, 0.5));
//result
var resultLabel = cc.LabelTTF.create("成功了", "Arial", 110);
this.scoreNode.addChild(resultLabel);
resultLabel.setPosition(cc.p(360, 750));
resultLabel.setAnchorPoint(cc.p(0.5, 0.5));
resultLabel.setColor(cc.c3b(139, 58, 58));
this.scoreNode.result = resultLabel;
//back
var backLabel = cc.LabelTTF.create("返回", "Arial", 50);
this.scoreNode.addChild(backLabel);
backLabel.setPosition(cc.p(200, 400));
backLabel.setAnchorPoint(cc.p(0.5, 0.5));
backLabel.setColor(cc.c3b(0, 0, 0));
this.scoreNode.back = backLabel;
//return
var returnLabel = cc.LabelTTF.create("重来", "Arial", 50);
this.scoreNode.addChild(returnLabel);
returnLabel.setPosition(cc.p(500, 400));
returnLabel.setAnchorPoint(cc.p(0.5, 0.5));
returnLabel.setColor(cc.c3b(0, 0, 0));
this.scoreNode.return = returnLabel;
};
这是经典模式的核心代码,这一篇就到这里;
cocos2d-x跨平台游戏引擎 cocos2d-x是全球知名的游戏引擎 ,引擎在全球范围内拥有众多开发者,涵盖国内外各知名游戏开发商。目前Cocos2d-x引擎已经实现横跨ios、Android、Bada、MeeGo、BlackBerry、Marmalade、Windows、Linux等平台。编写一次,到处运行,分为两个版本 cocos2d-c++和cocos2d-js本文使用了后者; cocos2d-x 官网:
http://cocos2d-x.org/ cocos2d-x 资料下载
http://cocos2d-x.org/download
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官方博客:
http://blog.makeapp.co/;
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