背景:

上一篇,已经实现了水果不断向上抛的效果和开始界面,这一篇我们将分析如何切水果,获得分数;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。



源代码下载:

请到代码集中营下载(水果忍者 cocos2d-JS 源代码):http://blog.makeapp.co/?p=319



不同平台下的效果图:


windows




html5网页



android平台






代码分析:


1 创建水果静态数组,每一个水果都有四个参数,编号,分数,本身的图片,切除后的碎片;这里定义好了,下面直接用;


[javascript]view plaincopy

FRUIT_DATA = [

{

num: 0,

score: 1,

fruitImage: "apple.png",

cutImage: ["apple-1.png", "apple-2.png"]

},

{

num: 1,

score: 2,

fruitImage: "banana.png",

cutImage: ["banana-1.png", "banana-2.png"]

},

{

num: 2,

score: 2,

fruitImage: "basaha.png",

cutImage: ["basaha-1.png", "basaha-2.png"]

},

{

num: 3,

score: 3,

fruitImage: "peach.png",

cutImage: ["peach-1.png", "peach-2.png"]

},

{

num: 4,

score: 5,

fruitImage: "sandia.png",

cutImage: ["sandia-1.png", "sandia-2.png"]

},

{

num: 5,

score: 0,

fruitImage: "boom.png",

cutImage: "boomlight1.png"

}

];





2 检测碰撞事件;

# 触摸有onTouchBegan和onTouchMoved,这是两个点,可以确定刀锋的方向,上一节已讲过;var flash = cc.MySprite.createFlash(this.rootNode, "flash.png", this.pBegin, loc);

# 首先检查碰撞,水果和移动点发生碰撞cc.rectContainsPoint(fruit.getBoundingBox(), loc)

#如果碰撞,播放音效;playEffect;

#创建flash

#水果消失,并产生切成两半 fruit slice

#根据水果的数据获得分数提示 scoretip



[javascript]view plaincopy

MainLayer.prototype.onTouchesMoved = function (touches, event)

{

if (this.gameStatus == OVER) {

return;

}

var loc = touches[0].getLocation();

for (var i = 0; i < this.fruitList.length; i++) {

var fruit = this.fruitList[i];

if (fruit && fruit.cleanuped == false) {

if (cc.rectContainsPoint(fruit.getBoundingBox(), loc)) {

//splatter audio

cc.AudioEngine.getInstance().playEffect(FRUIT_SOUNDS.splatter, false);

//flash

var flash = cc.MySprite.createFlash(this.rootNode, "flash.png", this.pBegin, loc);

//Fruit Slice

this.newSliceFruit(fruit.num, fruit.getPosition(), flash.getRotation());

fruit.runAction(cc.ScaleTo.create(0, 0));

fruit.cleanuped = true;

//scoreTip

var fruitScore = FRUIT_DATA[fruit.num].score;

this.scoreTip(fruit.getPosition(), fruitScore + "");

this.totalScore += Number(fruitScore);

this.totalScoreFont.setString(this.totalScore);

}

}

else {

this.fruitList.splice(i, 1);

}

}

};




3 水果切成两半的方法

#三个参数 水果编号num,切除的位置fruitPosition ,旋转角度rotation;

#从数组取出水果两个碎片图片,并创建两个cut1 cut2精灵

#创建两个cut的贝塞尔动作bezier1 bezier2,方向是相反的

#两个cut 分别runAction();

#本来切除的瞬间有一个果汁溅在墙上的效果shadow,因为没找到合适的图片 代码注释掉了


[javascript]view plaincopy

MainLayer.prototype.newSliceFruit = function (num, fruitPosition, rotation)

{

//one fruit sliced two piece,cut1 and cut2

var data = FRUIT_DATA[num];

var cutImages = data.cutImage;

var cut1 = cc.MySprite.create(this.rootNode, cutImages[0], fruitPosition, 100);

var cut2 = cc.MySprite.create(this.rootNode, cutImages[1], fruitPosition, 100);

cut1.setRotation(rotation);

cut2.setRotation(rotation);

var controlPoints1 = [

fruitPosition,

fruitPosition,

cc.p(fruitPosition.x - 200, -100)

];

var bezier1 = cc.BezierTo.create(1, controlPoints1);

var controlPoints2 = [

fruitPosition,

fruitPosition,

cc.p(fruitPosition.x + 200, -100)

];

var bezier2 = cc.BezierTo.create(1, controlPoints2);

var action2 = cc.RotateBy.create(1, getRandom(360));

cut1.runAction(cc.Spawn.create(cc.Sequence.create(bezier1, cc.CleanUp.create(cut1)), action2));

cut2.runAction(cc.Spawn.create(cc.Sequence.create(bezier2, cc.CleanUp.create(cut2)), action2.clone()));

//fruit shadow

/*var shadowImages = ["shadow2.png"];

var colors = [cc.c4b(200, 0, 0, 20), cc.c4b(0, 200, 0, 20), cc.c4b(0, 0, 200, 20), cc.c4b(200, 200, 0, 20)];

var shadow = cc.MySprite.create(this.rootNode, shadowImages[getRandom(shadowImages.length)], fruitPosition, 10);

shadow.setColor(colors[getRandom(colors.length)]);

shadow.setScale(0.5);

shadow.runAction(cc.Sequence.create(cc.DelayTime.create(2), cc.CleanUp.create(shadow)));*/

};





4 提示分数,这个很简单,只是一个创建文字标签的方法


[javascript]view plaincopy

MainLayer.prototype.scoreTip = function (p, message)

{

var director = cc.Director.getInstance();

var size = director.getWinSize();

var label = cc.LabelTTF.create(message, "Arial", 30);

label.setPosition(cc.p(p.x, p.y + 50));

label.setColor(cc.c3b(0, 255, 0));

label.setZOrder(10000);

this.rootNode.addChild(label);

label.runAction(cc.Sequence.create(cc.DelayTime.create(0.8), cc.CleanUp.create(label)));

return label;

};


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-html5 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 下载,介绍和教程:http://blog.csdn.net/touchsnow/article/details/19070665;

CocosEditor官方博客:http://blog.makeapp.co/;