In this section, I will implement the game selection interface, where the game is set to 50 and each screen is set to 15, with a total of 4 screens. The screen can be switched to the previous one by swiping left, slide right to switch to the next screen;
The effect is as follows;
Start to enter the check page;
Slide to the last screen;
Click level to go to the main interface;
First, create GameSelectLayer. ccbx, GameSelectLayer. js, and specify the Controller to associate two files. The following figure shows the design selection scenario.
Create each cell level GameSelectItemSprite. ccbx, which is an elf layer, such;
After the design is complete, open MainLayer. js and write as follows:
GAME_LEVEL = 0;var GameSelectLayer = function () { cc.log(GameSelectLayer); this.levelScrollPanel = this.levelScrollPanel || {}; this.pageIndex = 0; this.pageMax = 4; this.dotNode = this.dotNode || {}; this.start = false;};GameSelectLayer.prototype.onDidLoadFromCCB = function () { if (sys.platform == 'browser') { this.onEnter(); } else { this.rootNode.onEnter = function () { this.controller.onEnter(); }; } this.rootNode.onExit = function () { this.controller.onExit(); }; this.rootNode.onTouchesBegan = function (touches, event) { this.controller.onTouchesBegan(touches, event); return true; }; this.rootNode.onTouchesMoved = function (touches, event) { this.controller.onTouchesMoved(touches, event); return true; }; this.rootNode.onTouchesEnded = function (touches, event) { this.controller.onTouchesEnded(touches, event); return true; }; this.rootNode.setTouchEnabled(true);};GameSelectLayer.prototype.onEnter = function () { this.maxColumns = 3; this.columnSize = 177; this.maxRows = 5; this.rowSize = 104; cc.log(GameSelectLayer); this.itemDatas = []; var itemName = ; var levelPan = cc.Layer.create(); var currentLevel = sys.localStorage.getItem(pb_level); if (currentLevel == null) { currentLevel = 0; } sys.localStorage.setItem(pb_level_score_1, S); currentLevel = 3; for (var i = 0; i < 50; i++) { var xIndex = Math.floor(i % 3) + Math.floor(i / 15) * 3; var yIndex = Math.floor(i / 3 % 5); var levelScore = A if (i < currentLevel) { levelScore = sys.localStorage.getItem(pb_level_score_ + i); if (levelScore == null || levelScore == '') { levelScore = A; } if (S == levelScore) { itemName = GameSelectItemScoreS; } else { itemName = GameSelectItemScore; } } else if (i == currentLevel) { itemName = GameSelectItemLevel; } else { itemName = GameSelectItemLocked; } var itemData = { xIndex: xIndex, yIndex: yIndex, index: i, type: itemName, onItemAction: function () { cc.log(onItemAction); var action = cc.ScaleBy.create(0.5, 0.8); this.rootNode.runAction(cc.Sequence.create( action, action.reverse(), cc.DelayTime.create(2) // cc.CallFunc.create(this.onItemClicked()) )); }, onItemClicked: function () { cc.log(onItemClicked); GAME_LEVEL = (this.index + 1); require(MainLayer.js); cc.BuilderReader.runScene(, MainLayer); }, onLockOpened: function () { } }; var item = cc.BuilderReader.loadAsNodeFrom(, GameSelectItemSprite, itemData); if (item == null) { continue; } item.setPosition(cc.p(this.columnSize * xIndex, this.rowSize * (4 - yIndex))); item.setZOrder(11); itemData.rootNode = item; itemData.controller = this; this.itemDatas.push(itemData); itemData.levelNum.setString( + (i + 1)); levelPan.addChild(item); } levelPan.setContentSize(cc.size(this.columnSize * 12, this.rowSize * 5)); this.levelScrollPanel.setTouchEnabled(false); this.levelScrollPanel.setBounceable(true); this.levelScrollPanel.setContainer(levelPan); this.levelScrollPanel.setTouchPriority(-99999); this.pageDots(0);}GameSelectLayer.prototype.onUpdate = function () {}GameSelectLayer.prototype.onExit = function () {}GameSelectLayer.prototype.onTouchesBegan = function (touches, event) { cc.log(onTouchesBegan); this.beganPosition = touches[0].getLocation();}GameSelectLayer.prototype.onTouchesMoved = function (touches, event) { this.movePosition = touches[0].getLocation();}GameSelectLayer.prototype.onTouchesEnded = function (touches, event) { cc.log(onTouchesEnded); var loc = touches[0].getLocation(); var distanceX = this.beganPosition.x - loc.x; var x = this.levelScrollPanel.getContentOffset().x; var y = this.levelScrollPanel.getContentOffset().y; this.levelScrollPanel.unscheduleAllCallbacks(); if (distanceX > 50) { if (this.pageIndex < 4) { this.pageIndex += 1; } this.pageDots(this.pageIndex); } else if (distanceX < -50) { if (this.pageIndex > 0) { this.pageIndex -= 1; } this.pageDots(this.pageIndex); } else { this.onItemClicked(loc); } this.levelScrollPanel.setContentOffsetInDuration(cc.p(-this.columnSize * 3 * this.pageIndex, y), 0.5);}GameSelectLayer.prototype.onItemClicked = function (location) { var x = location.x; var y = location.y; if (!isInScroll(location)) { cc.log(out); return; } var scrollPanelRect = this.levelScrollPanel.getBoundingBox(); var xIndex = Math.floor((x - 110) / this.columnSize) + this.pageIndex * 3; var yIndex = 4 - Math.floor((y - 385) / this.rowSize); cc.log(scrollX== + scrollPanelRect.x + ,scrollY== + scrollPanelRect.y); cc.log(xIndex== + xIndex + ,yIndex== + yIndex); for (var i = 0; i < this.itemDatas.length; i++) { if (this.itemDatas[i].xIndex == xIndex && this.itemDatas[i].yIndex == yIndex) { cc.log(click i= + i); this.itemDatas[i].onItemClicked(); break; } }}GameSelectLayer.prototype.pageDots = function (position) { this.dotNode.removeAllChildren(); for (var i = 0; i < 4; i++) { var dots = [s_point.png, s_point_s.png]; var type = 0; if (position == i) { type = 1; } var dotSprite = cc.Sprite.createWithSpriteFrameName(dots[type]); dotSprite.setAnchorPoint(cc.p(0, 1)); dotSprite.setPosition(cc.p(30 * i, 60)); dotSprite.setZOrder(100); this.dotNode.addChild(dotSprite); }}function isInScroll(location) { var x = location.x; var y = location.y; if (x > 110 && x < (110 + 510) && y > 385 && y < (385 + 500)) { return true; } return false}
Modify Main. js and add require (GameSelectLayer. js );;
Modify StartLayer. js and click Start to jump to GameSelectLayer. js;
//// CleanerScoreScene class//var StartLayer = function () { cc.log(StartLayer)};StartLayer.prototype.onDidLoadFromCCB = function () {// this.rootNode.onUpdate = function (dt)// {// this.controller.onUpdate();// };// this.rootNode.schedule(this.rootNode.onUpdate); if (sys.platform == 'browser') { this.onEnter(); } else { this.rootNode.onEnter = function () { this.controller.onEnter(); }; } this.rootNode.onExit = function () { this.controller.onExit(); };};StartLayer.prototype.onEnter = function () {}StartLayer.prototype.onUpdate = function () {}StartLayer.prototype.onPlayClicked = function () { cc.BuilderReader.runScene(, GameSelectLayer);}StartLayer.prototype.onExit = function () {}
Run after completion. OK indicates the top effect;
Next article I will introduce the connection game process of cocos2d-x editor author (Li yuanyou)
Source: cocos2d-x editor