基础教程所有代码地址在:https://github.com/makeapp/cocoseditor-samples
接着上一节,我们已经创建了一个主游戏场景MainLayer,现在我们需要创建一个开始场景StartLayer,包括StartLayer.ccbx和StartLayer.js两个文件,点击StartLayer上的开始按钮,游戏切换到主游戏场景。
先看运行效果;
代码下载地址:http://www.kuaipan.cn/file/id_25348935635744469.htm?source=1
首先创建StartLayer.ccbx和StartLayer.js文件,如下图操作(sources右击----new---layer)(sources右击---new---controller)
创建成功后,指定控制器;
我们设计开始场景,一个颜色背景层,一个MenuItem按钮;
添加MenuItem时候主要把参数target=doc选上
场景设计完毕,我们开始编程StartLayer.js ,只需要加入一个函数onPlayClicked(),点击player后跳转到MainLayer.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("", "MainLayer"); } StartLayer.prototype.onExit = function () { }
if (sys.platform == 'browser') { var require = function (file) { var d = document; var s = d.createElement('script'); s.src = file; d.body.appendChild(s); } } else { require("jsb.js"); } cc.debug = function (msg) { cc.log(msg); } cc.BuilderReader.replaceScene = function (path, ccbName) { var scene = cc.BuilderReader.loadAsSceneFrom(path, ccbName); cc.Director.getInstance().replaceScene(scene); return scene; } cc.BuilderReader.loadAsScene = function (file, owner, parentSize) { var node = cc.BuilderReader.load(file, owner, parentSize); var scene = cc.Scene.create(); scene.addChild(node); return scene; }; cc.BuilderReader.loadAsSceneFrom = function (path, ccbName) { cc.BuilderReader.setResourcePath(path + "/"); return cc.BuilderReader.loadAsScene(path + "/" + ccbName); } cc.BuilderReader.loadAsNodeFrom = function (path, ccbName, owner) { cc.BuilderReader.setResourcePath(path + "/"); return cc.BuilderReader.load(path + "/" + ccbName, owner); } cc.BuilderReader.runScene = function (module, name) { var director = cc.Director.getInstance(); var scene = cc.BuilderReader.loadAsSceneFrom(module, name); var runningScene = director.getRunningScene(); if (runningScene === null) { cc.log("runWithScene"); director.runWithScene(scene); } else { cc.log("replaceScene"); director.replaceScene(scene); } } var ccb_resources = [ {type: 'image', src: "Resources/HelloWorld.png"}, {type: 'image', src: "Resources/CloseNormal.png"}, {type: 'image', src: "Resources/CloseSelected.png"} ]; require("MainLayer.js"); require("StartLayer.js"); if (sys.platform == 'browser') { var Cocos2dXApplication = cc.Application.extend({ config: document['ccConfig'], ctor: function () { this._super(); cc.COCOS2D_DEBUG = this.config['COCOS2D_DEBUG']; cc.initDebugSetting(); cc.setup(this.config['tag']); cc.AppController.shareAppController().didFinishLaunchingWithOptions(); }, applicationDidFinishLaunching: function () { var director = cc.Director.getInstance(); // director->enableRetinaDisplay(true); // director.setDisplayStats(this.config['showFPS']); // set FPS. the default value is 1.0/60 if you don't call this director.setAnimationInterval(1.0 / this.config['frameRate']); var glView = director.getOpenGLView(); glView.setDesignResolutionSize(1280, 720, cc.RESOLUTION_POLICY.SHOW_ALL); cc.Loader.preload(ccb_resources, function () { cc.BuilderReader.runScene("", "StartLayer"); }, this); return true; } }); var myApp = new Cocos2dXApplication(); } else { cc.BuilderReader.runScene("", "StartLayer"); }
一切都好了,点击运行;先进入开始界面,点击play跳入游戏主界面
下一篇文章 我会介绍cocos2d-x editor的字体设计 笔者(李元友)
资料来源:cocos2d-x editor