"Cocos Creator Practical Course (2)"--Every day cool run (animation, action-related)

Source: Internet
Author: User

Reprint please keep the original link, the individual public number: Xinshouit (Novice programmer), welcome attention

Preparatory work


Lengthen the background map, a long, long kind of .... We're going to have to slide it in a minute.

Background animation

Add a scrolling animation to a background node


Now the background is rolling up (the picture is I later cut, this step monkey didn't debut)

Monkey Brother Animation


Missile animation

Here we're going to add two clip, one high-altitude missile, one low-altitude missile.

Here we want to add a few frames to the missile, the missile missile on the head of a few frames on the addition of Judgedown events, when the missile reached the head of Monkey, monkey Brother has not bowed, then the game is over, low-altitude missiles, the same, need monkey brother jump

End scene

Game Script

Game.js

Cc. Class ({extends:cc.Component, properties: {king:{default:NULL, TYPE:CC. Node,}}, OnLoad: function () {        var  Self= this;//Left squat, right jumpThis.node.on (' Touchstart ', function(event){            varVisiblesize = Cc.director.getVisibleSize ();if(Event.getlocationx () <visiblesize.width/2){ Self. King.getcomponent (' King '). Down (); }Else{ Self. King.getcomponent (' King '). Jump (); }        });//Left hand to resume running stateThis.node.on (' Touchend ', function(event){            varVisiblesize = Cc.director.getVisibleSize ();if(Event.getlocationx () <visiblesize.width/2){ Self. King.getcomponent (' King '). Downrelease (); }Else{//Self.king.getComponent (' King '). Jump ();}        }); },});

King.js

Cc. Class ({extends: Cc.component, properties: {//lead jumping heightJumpheight:0,//Lead jumping durationJumpduration:0,//Lead statusState' Run ',    },//RunRun function(){         This. getcomponent (CC. Animation). Play (' King_run '); This. State =' Run '; },//JumpJump function(){        if( This. state = =' Run '){ This. State =' Jump '; This. getcomponent (CC. Animation). Stop (); This. Node.runaction (Cc.sequence (Cc.jumpby ( This. Jumpduration, CC.P (0,0), This. Jumpheight,1), Cc.callfunc ( function() {                                     This. Run (); }, This))); }    },//Bend over and runDown function(){        if( This. state = =' Run '){ This. State =' Down '; This. Node.runaction (Cc.scaleto (0.05,1,0.5)); }    },//Waist tiredDownrelease: function(){        if( This. state = =' Down '){ This. Node.runaction (Cc.sequence (Cc.scaleto (0.05,1,1), Cc.callfunc ( function() {                                     This. Run (); }, This))); }    },});

Bomb.js

Cc. Class ({extends:cc.Component, properties: {king:{default:NULL, TYPE:CC. Node,}},//Judging when the high-altitude missile comes, whether the monkey squat down (response to the frame event set before)Judgedown: function(){        if( This. King.getcomponent (' King '). State = =' Down ') {Console.log ("Down---------------------"); }Else{Cc.director.loadScene (' over '); }    },//Judging when the low-altitude missile comes, does the monkey jumpJudgejump: function(){        if( This. King.getcomponent (' King '). State = =' Jump ') {Console.log ("Jump---------------------"); }Else{Cc.director.loadScene (' over '); }}, OnLoad: function () {         LetSelf = This;//random launch of high and low altitude missiles every 2 seconds         This. Schedule ( function(){            if(Math. Random () >0.5){ This. getcomponent (CC. Animation). Play (' Bomb_high '); }Else{ This. getcomponent (CC. Animation). Play (' Bomb_low '); }        },3); },});

Over.js

cc.Class({    extends: cc.Component,    properties: {    },    function(){        cc.director.loadScene(‘Game‘);    },    function () {    },});
Final effect:

"Cocos Creator Practical Course (2)"--Every day cool run (animation, action-related)

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