本次,Matchvs为大家带来的是一款回合制休闲游戏的开源案例 。玩家双方在一个4X4的棋盘上,遵循食物链的规则玩法下进行翻牌与追逐,最终以场上存活的一方为获胜者。
体验地址: http://demo.matchvs.com/Anima...
源码地址::https://github.com/matchvs/An...
首先你需要下载Cocos Creator 和Matchvs JavaScript SDK。本次游戏设计的实现步骤主要拆分为用户登录、随机匹配和创建房间、以及同屏游戏三个部分完成。
用户登录
使用Cocos Creator(以下简称CC)创建游戏登录场景
使用CC 拖动控件, 还原设计稿 , 依托CC的良好的工作流,使得这部分的工作可以由游戏策划或者UI设计者来完成,程序开发者只需要在场景中挂载相应的游戏逻辑脚本. 举个例子,在登录按钮挂在一个uiLogin.js的脚本完成用户登录功能.
uilogin.fire
新建一个uiLogin.js,按 1,2,3 三个步骤挂载到场景中.
新建js脚本文件
选中场景任一控件
添加组件,选中刚新建的脚本,
在脚本的on'Load函数中给按钮添加点击监听,触发登录操作
onLoad() {
this.nodeDict["start"].on("click", Game.GameManager.matchVsInit, Game.GameManager);
}
实现this.startGame函数. 登录之前需要初始化Matchvs SDK:
uiLogin.js
uiLogin.js
---
var uiPanel = require("uiPanel");
cc.Class({
extends: uiPanel,
properties: {},
onLoad() {
this._super();
},
start() {
if (window.wx) {
this.nodeDict["start"].active = false;
wx.getSystemInfo({
success: function(data) {
Game.GameManager.getUserInfoBtn = wx.createUserInfoButton({
type: 'text',
text: '开始多人游戏',
style: {
left: data.screenWidth * 0.2,
top: data.screenHeight * 0.73,
width: data.screenWidth * 0.65,
height: data.screenHeight * 0.07,
lineHeight: data.screenHeight * 0.07,
backgroundColor: '#fe714a',
color: '#ffffff',
textAlign: 'center',
fontSize: data.screenHeight * 0.025,
borderRadius: 8
}
});
Game.GameManager.getUserInfoBtn.onTap(function(res) {
if (Game.GameManager.isClickCd) {
return;
}
Game.GameManager.isClickCd = true;
setTimeout(function() {
Game.GameManager.isClickCd = false;
}, 1000);
Game.GameManager.nickName = res.userInfo.nickName;
Game.GameManager.avatarUrl = res.userInfo.avatarUrl;
Game.GameManager.matchVsInit();
Game.GameManager.getUserInfoBtn.hide();
});
}
});
} else {
this.nodeDict["start"].on("click", Game.GameManager.matchVsInit, Game.GameManager);
}
},
onEnable() {
if (Game.GameManager.getUserInfoBtn) {
Game.GameManager.getUserInfoBtn.show();
}
},
onDisable() {
if (Game.GameManager.getUserInfoBtn) {
Game.GameManager.getUserInfoBtn.hide();
}
}
});
初始化需要的几个参数在Matchvs官网注册即可得到.
//Glb.js
//--------
channel: 'MatchVS',
platform: 'alpha',
gameId: 201554,
gameVersion: 1,
appKey: 'd4e29d00bd3a48e2acf4f6e7a5ffe270',
secret: 'f0f7bd601d9f43db840091ac08a17002',
开始游戏,跳转场景uiGamePanel:
startGame: function() {
console.log('-----startGame-----')
if(this.isLoadGame) return;
this.isLoadGame = true;
this.readyCnt = 0;
cc.director.loadScene('game', function() {
clientEvent.dispatch(clientEvent.eventType.clearChess);
uiFunc.openUI("uiGamePanel", function(panel) {
panel.getComponent("uiGamePanel").timeLabelInit();
this.sendReadyMsg();
}.bind(this));
}.bind(this));
},
随机匹配和创建房间
使用CC创建大厅场景(uiLobbyPanel.fire)给用户选择匹配方式,创建匹配场景(uiMatching1v1.fire) 给用户反馈比配进度,与登录功能的实现步骤类似:写一个 uiMatching1v1.js脚本挂在到场景中的控件上.
uiMatching1v1.js
randomRoom: function() {
Game.GameManager.blockInput();
GLB.matchType = GLB.RANDOM_MATCH; // 修改匹配方式为随机匹配
console.log('开始随机匹配');
if (GLB.gameType === GLB.COOPERATION) {
if (GLB.MAX_PLAYER_COUNT > 1) {
if (cc.Canvas.instance.designResolution.height > cc.Canvas.instance.designResolution.width) {
uiFunc.openUI("uiMatchingVer", function(obj) {
var matching = obj.getComponent("uiMatching");
matching.joinRandomRoom();
});
} else {
uiFunc.openUI("uiMatching", function(obj) {
var matching = obj.getComponent("uiMatching");
matching.joinRandomRoom();
});
}
} else {
cc.director.loadScene('game');
}
} else if (GLB.gameType === GLB.COMPETITION) {
if (GLB.MAX_PLAYER_COUNT === 2) {
if (cc.Canvas.instance.designResolution.height > cc.Canvas.instance.designResolution.width) {
uiFunc.openUI("uiMatching1v1Ver", function(obj) {
var matching = obj.getComponent("uiMatching1v1Ver");
matching.joinRandomRoom();
});
} else {
uiFunc.openUI("uiMatching1v1", function(obj) {
var matching = obj.getComponent("uiMatching1v1");
matching.joinRandomRoom();
});
}
} else if (GLB.MAX_PLAYER_COUNT === 4) {
if (cc.Canvas.instance.designResolution.height > cc.Canvas.instance.designResolution.width) {
uiFunc.openUI("uiMatching2v2Ver", function(obj) {
var matching = obj.getComponent("uiMatching2v2Ver");
matching.joinRandomRoom();
});
} else {
uiFunc.openUI("uiMatching2v2Ver", function(obj) {
var matching = obj.getComponent("uiMatching2v2Ver");
matching.joinRandomRoom();
});
}
}
}
},
通过监听joinRoomResponse和joinRoomNotify匹配结果
uiMatchvsing1v1.js
joinRandomRoom: function() {
var result = null;
if (GLB.matchType === GLB.RANDOM_MATCH) {
result = mvs.engine.joinRandomRoom(GLB.MAX_PLAYER_COUNT, '');
if (result !== 0) {
console.log('进入房间失败,错误码:' + result);
}
} else if (GLB.matchType === GLB.PROPERTY_MATCH) {
var matchinfo = new mvs.MatchInfo();
matchinfo.maxPlayer = GLB.MAX_PLAYER_COUNT;
matchinfo.mode = 0;
matchinfo.canWatch = 0;
matchinfo.tags = GLB.tagsInfo;
result = mvs.engine.joinRoomWithProperties(matchinfo, "joinRoomWithProperties");
if (result !== 0) {
console.log('进入房间失败,错误码:' + result);
}
}
},
监听进房间操作的服务器回复和房间玩家进出情况的消息:
joinRoomResponse: function(data) {
if (data.status !== 200) {
console.log('进入房间失败,异步回调错误码: ' + data.status);
} else {
console.log('进入房间成功');
console.log('房间号: ' + data.roomInfo.roomID);
}
GLB.roomId = data.roomInfo.roomID;
var userIds = [GLB.userInfo.id]
console.log('房间用户: ' + userIds);
var playerIcon = null;
for (var j = 0; j < data.roomUserInfoList.length; j++) {
playerIcon = this.playerIcons[j].getComponent('playerIcon');
if (playerIcon && !playerIcon.userInfo) {
playerIcon.setData(data.roomUserInfoList[j]);
if (GLB.userInfo.id !== data.roomUserInfoList[j].userId) {
userIds.push(data.roomUserInfoList[j].userId);
}
}
}
for (var i = 0; i < this.playerIcons.length; i++) {
playerIcon = this.playerIcons[i].getComponent('playerIcon');
if (playerIcon && !playerIcon.userInfo) {
playerIcon.setData(GLB.userInfo);
}
}
GLB.playerUserIds = userIds;
if (userIds.length >= GLB.MAX_PLAYER_COUNT) {
var result = mvs.engine.joinOver("");
console.log("发出关闭房间的通知");
if (result !== 0) {
console.log("关闭房间失败,错误码:", result);
}
GLB.playerUserIds = userIds;
}
},
joinRoomNotify: function(data) {
console.log("joinRoomNotify, roomUserInfo:" + JSON.stringify(data.roomUserInfo));
var playerIcon = null;
for (var j = 0; j < this.playerIcons.length; j++) {
playerIcon = this.playerIcons[j].getComponent('playerIcon');
if (playerIcon && !playerIcon.userInfo) {
playerIcon.setData(data.roomUserInfo);
break;
}
}
游戏同步与发布上线
还是按照上给你面的套路,新建场景(uiGamePanel.fire),挂在脚本(uiGamePanel.js).
攻击的动作使用Matchvs 的 sendEventEx发出,如回合开始播放动画:
roundStart () {
console.log('------roundStart------')
this.timeLabelInit();
clearInterval(this.interval);
this.playerFlag = GLB.PLAYER_FLAG.RED;
// this.getTurn(this.playerFlag);
user.init();
this.headColorInit();
clientEvent.dispatch(clientEvent.eventType.getMap);
this.playReadyGo();
this.setTimeNumFont();
this.setHeadIcon();
},
另一方的客户端收到后处理游戏中的各种事件消息;开发完成后, 再通过CC的一键发布微信小游戏功能上线微信。
clientEvent.on(clientEvent.eventType.updateTime, this.updateTime, this);
clientEvent.on(clientEvent.eventType.countTime, this.countTime, this);
clientEvent.on(clientEvent.eventType.changeFlag, this.changeFlag, this);
clientEvent.on(clientEvent.eventType.roundStart, this.roundStart, this);
clientEvent.on(clientEvent.eventType.gameOver, this.gameOver, this);
clientEvent.on(clientEvent.eventType.stopTimeWarnAnim, this.stopTimeWarnAnim, this);