PopStar(扑灭星星)游戏源代码下载、分析及跨平台移植-第三篇(分数)
背景:
经过消灭星星第二篇算法,最高的山峰已经过去了,剩下的都是小沟小河,没什么难度了。这一节笔者继续完成消灭星星的分数篇,这节主要包括:触摸提示得分 比如4 blocks 80 points,然后产生单个星星分数并移动到总分上,最后保存最高分;
ps:
1 CocosEditor已发布新版本,现在提供6个实战demo学习,包括flappy ,popstar ,fruitninja,moonwarroris,fruitattack,testjavascript;
2 代码是基于javascript语言,cocos2d-x游戏引擎,cocos2d-x editor手游开发工具完成的;
3 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。
源代码下载:
请到代码集中营下载(第三四篇合并 分数和关卡):http://blog.makeapp.co/?p=319
不同平台下的效果图:(windows、html5、android)
window平台
mac平台
html5网页平台
android平台
代码分析:
1 进入MainLayer.js在onEnter函数里面,我们需要获取数据库里面的最高分,在cocos里面我们一般通过sys.localStorage.getItem 和sys.localStorage.setItem来获取和存储简单的数值;
- 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 定义分数规则
我们先定义分数规则,选择的星星越多,分数越高,所以规则是一个二次函数 score=length*length*5;比如选择4个星星 分数就是4*4*5=80,如果选择10个星星 分数就是10*10*5=500;然后触摸星星的时候,如果相同星星的数量大于1时 提示获取的分数
- 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;
- }
很简单,笔者感觉没写什么。。。
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 下载,介绍和教程:http://blog.****.net/touchsnow/article/details/19070665;
CocosEditor官方博客:http://blog.makeapp.co/;