初学 cocos2d-html5
<canvas id="gameCanvas" width="320" height="480"></canvas> 设置窗口大小
<link rel="icon" type="image/GIF" href="res/favicon.ico"/> 设置ico
<meta name="viewport" content="user-scalable=no"/>
<canvas id="gameCanvas" width="320" height="480"></canvas>初始化游戏界面大小(后面可变)
适配
cc.view.adjustViewPort(true);
cc.view.setDesignResolutionSize(320,480,cc.ResolutionPolicy.SHOW_ALL);
cc.view.resizeWithBrowserSize(true);
cc.director.setProjection(cc.Director.PROJECTION_2D);
模板文件夹中要添加 frameworks 才能正常运行
cc.LoaderScene.preload(g_resources, function () {
cc.director.runScene(new HelloWorldScene());
}, this); 会显示加载进度
ctor:function () { 构造函数
打开project.json,在jsList字段加入StartScene.js的路径。
cc.Scene.extend是Cocos2d-JS提供的Scene继承方法
创建场景
var HelloWorldScene = cc.Scene.extend({
onEnter:function () {
this._super();
var layer = new HelloWorldLayer();
this.addChild(layer);
}
});
cc.director.runScene(new cc.TransitionFade(1.2, scene));
创建层
var HelloWorldLayer = cc.Layer.extend({
sprite:null,
ctor:function () {
创建标签
var _label = new cc.LabelTTF("hellow world", "", 38);
创建精灵 设置属性
this.sprite = new cc.Sprite(res.HelloWorld_png);
this.sprite.attr({
x: size.width / 2,
y: size.height / 2,
scale: 0.5,
rotation: 180
});
执行动作
this.sprite.runAction(
cc.sequence(
cc.rotateTo(2, 0),
cc.scaleTo(2, 1, 1)
)
);
helloLabel.runAction(
cc.spawn(
cc.moveBy(2.5, cc.p(0, size.height - 40)),
cc.tintTo(2.5,255,125,0)
)
);
播放声音
cc.audioEngine.setMusicVolume(0.7);
cc.audioEngine.playMusic(res.mainMainMusic_mp3, true);
cc.audioEngine.stopMusic();
cc.audioEngine.stopAllEffects();
创建菜单按钮
var newGame = new cc.MenuItemSprite(newGameNormal, newGameSelected, newGameDisabled, function () {
this.onButtonEffect();
//this.onNewGame();
flareEffect(flare, this, this.onNewGame);
}.bind(this));
var gameSettings = new cc.MenuItemSprite(gameSettingsNormal, gameSettingsSelected, gameSettingsDisabled, this.onSettings, this);
var about = new cc.MenuItemSprite(aboutNormal, aboutSelected, aboutDisabled, this.onAbout, this);
var menu = new cc.Menu(newGame, gameSettings, about);
menu.alignItemsVerticallyWithPadding(10);
this.addChild(menu, 1, 2);
——————————————
var item1 = new cc.MenuItemToggle(
new cc.MenuItemFont("On"),
new cc.MenuItemFont("Off") );
item1.setCallback(this.onSoundControl );
var state = MW.SOUND ? 0 : 1;
item1.setSelectedIndex(state);
创建定时器
this.schedule(this.update, 0.1);
update:function () {}
随机数
Math.random() * winSize.width;
创建点坐标
cc.p(x,y);
使用纹理缓存
cc.spriteFrameCache.addSpriteFrames(res.textureTransparentPack_plist);
var cacheImage = cc.textureCache.addImage(res.menuTitle_png);
var title = new cc.Sprite(cacheImage, cc.rect(0, 0, 134, 34));
用户事件
// accept touch now!
if (cc.sys.capabilities.hasOwnProperty('keyboard'))
cc.eventManager.addListener({
event: cc.EventListener.KEYBOARD,
onKeyPressed:function (key, event) {
MW.KEYS[key] = true;
},
onKeyReleased:function (key, event) {
MW.KEYS[key] = false;
}
}, this);
if ('mouse' in cc.sys.capabilities)
cc.eventManager.addListener({
event: cc.EventListener.MOUSE,
onMouseMove: function(event){
if(event.getButton() == cc.EventMouse.BUTTON_LEFT)
event.getCurrentTarget().processEvent(event);
}
}, this);
if (cc.sys.capabilities.hasOwnProperty('touches')){
cc.eventManager.addListener({
prevTouchId: -1,
event: cc.EventListener.TOUCH_ALL_AT_ONCE,
onTouchesMoved:function (touches, event) {
var touch = touches[0];
if (this.prevTouchId != touch.getId())
this.prevTouchId = touch.getId();
else event.getCurrentTarget().processEvent(touches[0]);
}
}, this);
}
if( 'touches' in cc.sys.capabilities )
cc.eventManager.addListener(cc.EventListener.create({
event: cc.EventListener.TOUCH_ALL_AT_ONCE,
onTouchesEnded:function (touches, event) {
if (touches.length <= 0)
return;
event.getCurrentTarget().moveSprite(touches[0].getLocation());
}
}), this);
else if ('mouse' in cc.sys.capabilities )
cc.eventManager.addListener({
event: cc.EventListener.MOUSE,
onMouseUp: function (event) {
event.getCurrentTarget().moveSprite(event.getLocation());
}
}, this);
精灵触摸
ctor: function(){
this._super();
cc.eventManager.addListener({
event: cc.EventListener.TOUCH_ONE_BY_ONE,
swallowTouches: true,
onTouchBegan: this.onTouchBegan,
onTouchMoved: this.onTouchMoved,
onTouchEnded: this.onTouchEnded
}, this);
},
onTouchBegan:function (touch, event) {
var target = event.getCurrentTarget();
if (target._state != PADDLE_STATE_UNGRABBED) return false;
if (!target.containsTouchLocation(touch)) return false;
target._state = PADDLE_STATE_GRABBED;
return true;
},
onTouchMoved:function (touch, event) {
var target = event.getCurrentTarget();
// If it weren't for the TouchDispatcher, you would need to keep a reference
// to the touch from touchBegan and check that the current touch is the same
// as that one.
// Actually, it would be even more complicated since in the Cocos dispatcher
// you get Array instead of 1 cc.Touch, so you'd need to loop through the set
// in each touchXXX method.
cc.assert(target._state == PADDLE_STATE_GRABBED, "Paddle - Unexpected state!");
var touchPoint = touch.getLocation();
//touchPoint = cc.director.convertToGL( touchPoint );
target.x = touchPoint.x;
},
onTouchEnded:function (touch, event) {
var target = event.getCurrentTarget();
cc.assert(target._state == PADDLE_STATE_GRABBED, "Paddle - Unexpected state!");
target._state = PADDLE_STATE_UNGRABBED;
},
拆分字符串
var str="123,4567,89,0"; var a=str.split(","); alert(a.length);//4数组长度为4 alert(a[0]); return true;
字符串转json