版本Cocos2d-html5-v2.2,tomcat7.0
配置tomcat,然后直接解压Cocos2d-html5-v2.2.zip,访问解压后的根目录的index.html就可以看到demo
以samples\games\FruitAttack这个游戏为例
index.html:主页面
cocos2d.js:配置文件,这里可以加载.js文件
main.js:程序的主入口(之所以叫main.js这个名,是在\cocos2d\platform\jsloader.js 中配置的)
1 输出log
火狐浏览器,f12调出控制台,可以在代码中用
var i = 'I am a string';
console.log('变量:', i);
2 输出alert
alert("alert");
3 debug
可以在调试器中查看代码并加断点跟踪代码
index.html
<canvas id="gameCanvas" width="800" height="450"></canvas>
//注意这里,指定配置文件
cocos2d.js
(function () {
var d = document;
var c = {
COCOS2D_DEBUG:2, //0 to turn debug off, 1 for basic debug, and 2 for full debug
box2d:false,
chipmunk:false,
showFPS:true,
frameRate:60,
loadExtension:true,
renderMode:1, //Choose of RenderMode: 0(default), 1(Canvas only), 2(WebGL only)
tag:'gameCanvas', //the dom element to run cocos2d on
engineDir:'../../../cocos2d/',
//SingleEngineFile:'',
appFiles:['src/WelcomeLayer.js','src/GameData.js','src/GameLayer.js' //注意这里要引入所有用到的.js文件
]
};
if(!d.createElement('canvas').getContext){
var s = d.createElement('div');
s.innerHTML = '<h2>Your browser does not support HTML5 canvas!</h2>' +
'<p>Google Chrome is a browser that combines a minimal design with sophisticated technology to make the web faster, safer, and easier.Click the logo to download.</p>' +
'<a href="http://www.google.com/chrome" target="\_blank"><img src="http://www.google.com/intl/zh-CN/chrome/assets/common/images/chrome\_logo\_2x.png" border="0"/></a>';
var p = d.getElementById(c.tag).parentNode;
p.style.background = 'none';
p.style.border = 'none';
p.insertBefore(s);
d.body.style.background = '#ffffff';
return;
}
window.addEventListener('DOMContentLoaded', function () {
//first load engine file if specified
var s = d.createElement('script');
/\*\*\*\*\*\*\*\*\*Delete this section if you have packed all files into one\*\*\*\*\*\*\*/
if (c.SingleEngineFile && !c.engineDir) {
s.src = c.SingleEngineFile;
}
else if (c.engineDir && !c.SingleEngineFile) {
s.src = c.engineDir + 'platform/jsloader.js';
}
else {
alert('You must specify either the single engine file OR the engine directory in "cocos2d.js"');
}
/\*\*\*\*\*\*\*\*\*Delete this section if you have packed all files into one\*\*\*\*\*\*\*/
//s.src = 'Packed\_Release\_File.js'; //IMPORTANT: Un-comment this line if you have packed all files into one
document.ccConfig = c;
s.id = 'cocos2d-html5';
d.body.appendChild(s);
//else if single file specified, load singlefile
});
})();
main.js 游戏的入口类
var cocos2dApp = cc.Application.extend({
config:document['ccConfig'],
ctor:function (scene) {
this._super();
this.startScene = scene;
cc.COCOS2D_DEBUG = this.config['COCOS2D_DEBUG'];
cc.initDebugSetting();
cc.setup(this.config['tag']);
cc.AppController.shareAppController().didFinishLaunchingWithOptions();
},
applicationDidFinishLaunching:function () {
if(cc.RenderDoesnotSupport()){
//show Information to user
alert("Browser doesn't support Canvas or WebGL");
return false;
}
// initialize director
var director = cc.Director.getInstance();
cc.EGLView.getInstance()._adjustSizeToBrowser();
cc.EGLView.getInstance().setDesignResolutionSize(320,480,cc.RESOLUTION_POLICY.SHOW_ALL);
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\['frameRate'\]);
//load resources
cc.LoaderScene.preload(g\_ressources, function(){
director.replaceScene(new this.startScene());
}, this);
return true;
}
});
var myApp = new cocos2dApp(MyGameScene);//注意这里是游戏入口,初始化我们的场景类
WelcomeLayer.js 包含场景类,层类,是游戏的菜单界面
var WelcomeLayer = cc.Layer.extend({
ctor:function () {
this.\_super();
this.init();
},
init:function () {
var bRet = false;
if (this.\_super()) {
var bgSprite = cc.Sprite.create("res/background.jpg");//添加一个精灵
bgSprite.setPosition(cc.p(160,240));
this.addChild(bgSprite);
var itemStartGame = cc.MenuItemImage.create(//实现一个菜单按键事件
"res/btn/btnStartGameNor.png",
"res/btn/btnStartGameDown.png",
this.menuCallBack,
this
);
itemStartGame.setPosition(cc.p(160, 160));
var menu = cc.Menu.create(itemStartGame);
menu.setPosition(cc.p(0, 0));
this.addChild(menu);
bRet = true;
}
return bRet;
},
menuCallBack:function(sender){//菜单点击回调函数
gSharedEngine.playEffect(EFFECT\_BUTTON\_CHICK);
gGameMode = eGameMode.Timer;
var nextScene = cc.Scene.create();
var nextLayer = new GameLayer;//注意这里的这个Layer是游戏的主类
nextScene.addChild(nextLayer);
cc.Director.getInstance().replaceScene(cc.TransitionSlideInT.create(0.4, nextScene));
}
});
var MyGameScene = cc.Scene.extend({ //场景类
onEnter:function () {
this._super();
gScoreData.initData();
var spriteFrameCache = cc.SpriteFrameCache.getInstance();
spriteFrameCache.addSpriteFrames("res/baseResource.plist","res/baseResource.png");
var layer = new WelcomeLayer;
this.addChild(layer);
gSharedEngine.setMusicVolume(1);
gSharedEngine.setEffectsVolume(1);
gSharedEngine.playMusic(MUSIC\_BACKGROUND,true);
}
});
GameLayer.js 游戏的主类,包含主循环,按键,触屏操作
var GameLayer = cc.Layer.extend({logoSprite:null,//定义类变量 \_size: null, ctor:function () { this.\_super(); this.init(); }, init:function () { var bRet = false; if (this.\_super()) { this.\_size = cc.Director.getInstance().getWinSize(); if (sys.capabilities.hasOwnProperty('mouse'))//使用鼠标或者触屏首先要打开权限 this.setMouseEnabled(true); if (sys.capabilities.hasOwnProperty('touches')) this.setTouchEnabled(true); this.logoSprite = cc.Sprite.create("res/logo.png"); this.logoSprite.setPosition(cc.p(160,320)); this.addChild(this.logoSprite); //this.schedule(this.logic, 0.5);//游戏logic //注意这句打开可以打开logic函数,0.5秒调用一次 this.scheduleUpdate();//启动游戏循环,会自动调用update函数 bRet = true; } return bRet; }, //游戏logic logic:function () { var i = 'I am a string'; console.log('变量:', i); var cpos = this.logoSprite.getPosition(); this.logoSprite.setPosition(cc.p(cpos.x+5,cpos.y)); }, draw:function(){//draw方法会自动调用 cc.drawingUtil.setDrawColor4B(255,255,255,255); cc.drawingUtil.drawCircle(cc.p(100, 100), 32, 0, 10, true); }, update:function(dt){
},onTouchesMoved:function (touches, event) {//触屏方法 this.processEvent(touches\[0\]); }, onMouseDragged:function (event) {//鼠标滑动方法 this.processEvent(event); }, processEvent:function(event) { var delta = event.getDelta(); var curPos = this.logoSprite.getPosition(); curPos= cc.pAdd(curPos, delta); curPos= cc.pClamp(curPos, cc.POINT\_ZERO, cc.p(this.\_size.width, this.\_size.height)); console.log('curPosx:', curPos.x); this.logoSprite.setPosition(curPos); }
});
GameData.js 游戏的资源类,直接用的demo的,没有进行删减
//var gNotification = cc.NotificationCenter.getInstance();
var gSpriteFrameCache = cc.SpriteFrameCache.getInstance();var gSharedEngine = cc.AudioEngine.getInstance();
var MUSIC_BACKGROUND = "audio/musicByFoxSynergy.mp3";
var EFFECT_BUTTON_CHICK = "audio/effect_buttonClick.ogg";
var EFFECT_GAME_FAIL = "audio/effect_game_fail.ogg";
var EFFECT_GAME_WIN = "audio/effect_game_pass.ogg";
var EFFECT_PATTERN_UN_SWAP = "audio/effect_unswap.ogg";
var EFFECT_PATTERN_CLEAR = "audio/effect_clearPattern.ogg";
var EFFECT_PATTERN_BOMB = "audio/effect_bombPattern.ogg";
var EFFECT_TIME_WARN = "audio/effect_timewarning.ogg";var g_ressources = [
{src:"res/background.jpg"},
{src:"res/logo.png"},{src:"res/btn/btnStartGameDown.png"}, {src:"res/btn/btnStartGameNor.png"}, {src:"res/ProgressBarFront.png"}, {src:"res/ProgressBarBack.png"}, {src:"res/baseResource.png"} , {src:"res/baseResource.plist"}, {src:"res/PatternBg.png"}, {src:"resultLayer/star.png"}, {src:"resultLayer/btnResultRestart.png"}, {src:"resultLayer/btnResultRestartDown.png"}, {src:MUSIC\_BACKGROUND}, {src:EFFECT\_BUTTON\_CHICK}, {src:EFFECT\_GAME\_FAIL}, {src:EFFECT\_GAME\_WIN}, {src:EFFECT\_PATTERN\_UN\_SWAP}, {src:EFFECT\_PATTERN\_CLEAR}, {src:EFFECT\_PATTERN\_BOMB}, {src:EFFECT\_TIME\_WARN}
];
var gScoreData = {lastScore:0,bestScore:0};
var eGameMode = {
Invalid : -1,
Challenge:0,
Timer:1,
Count:2
};
var gGameMode = eGameMode.Challenge;gScoreData.setLastScore = function(score){
this.lastScore = score;if (score > this.bestScore) { this.bestScore = score; sys.localStorage.setItem('bestScore',this.bestScore); } sys.localStorage.setItem('lastScore',this.lastScore);
};
gScoreData.initData = function(){
if( sys.localStorage.getItem('gameData') == null){
sys.localStorage.setItem('bestScore','0');
sys.localStorage.setItem('lastScore','0');sys.localStorage.setItem('gameData',33) ; return; } this.bestScore = parseInt(sys.localStorage.getItem('bestScore'));
};
5 触屏方法
触屏方法是加在layer类的子类中
首先,在init中加入触屏权限,这里只加触屏,还可以加键盘,鼠标的权限(注意权限要加在this.scheduleUpdate()前,否则会有触屏方法不起作用)
if (sys.capabilities.hasOwnProperty('touches'))
this.setTouchEnabled(true);然后,就可以继承并覆盖触屏方法
onTouchesMoved:function (touches, event) {
//this.processEvent(touches[0]);
},onTouchesEnded:function(touches, event){
console.log('touch end!!!');
//this.processTouchEndEvent(touches[0].getLocation());
},processTouchEndEvent:function(pos) {//接收一个位置
this.logoSprite.setPosition(pos);
},
processEvent:function(event) {
var delta = event.getDelta();//移动量
var curPos = this.logoSprite.getPosition();
curPos= cc.pAdd(curPos, delta);//当前位置+移动位置
curPos= cc.pClamp(curPos, cc.POINT_ZERO, cc.p(this._size.width, this._size.height));
this.logoSprite.setPosition(curPos);
},6 接入box2d
1 引入box2d.js
在index.html中加入
2 接入代码
参考\samples\tests\Box2dTest
只贴gameLayer,注意addFoot()鼠标拾取部分的处理
var TAG_SPRITE_MANAGER = 1;
var PTM_RATIO = 32;var GameLayer = cc.Layer.extend({
screenSize:null,
ballSprite:null,
footSprite:null,
mouseX:null,
mouseY:null,
mouseJoint:null,
mouseJointDef:null,
ctor:function () {
this._super();
this.init();
},init:function () { var bRet = false; if (this.\_super()) { this.setTouchEnabled(true);//开启触屏 this.screenSize = cc.Director.getInstance().getWinSize();//获取屏幕screenSize this.initBox2d();//初始化box2d this.addBall();//创建足球 this.addFoot();//创建脚 this.scheduleUpdate();//开始游戏循环 bRet = true; } return bRet; }, initBox2d:function () { //定义box2d常用变量 var b2Vec2 = Box2D.Common.Math.b2Vec2 , b2BodyDef = Box2D.Dynamics.b2BodyDef , b2Body = Box2D.Dynamics.b2Body , b2FixtureDef = Box2D.Dynamics.b2FixtureDef , b2World = Box2D.Dynamics.b2World , b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape , b2CircleShape = Box2D.Collision.Shapes.b2CircleShape; //创建物理世界 this.world = new b2World(new b2Vec2(0, -30), true); this.world.SetContinuousPhysics(true); //创建地表 var fixDef = new b2FixtureDef; fixDef.density = 1.0; fixDef.friction = 0.5; fixDef.restitution = 0.2; var bodyDef = new b2BodyDef; //create ground bodyDef.type = b2Body.b2\_staticBody; fixDef.shape = new b2PolygonShape; fixDef.shape.SetAsBox(20, 2); //console.log('height',this.screenSize.height); //console.log('width',this.screenSize.width); // upper bodyDef.position.Set(10, this.screenSize.height / PTM\_RATIO); this.world.CreateBody(bodyDef).CreateFixture(fixDef); // bottom bodyDef.position.Set(10, 0); this.world.CreateBody(bodyDef).CreateFixture(fixDef); fixDef.shape.SetAsBox(2, 14); // left bodyDef.position.Set(0, 0); this.world.CreateBody(bodyDef).CreateFixture(fixDef); // right bodyDef.position.Set(this.screenSize.width / PTM\_RATIO, 0); this.world.CreateBody(bodyDef).CreateFixture(fixDef); }, onTouchesMoved:function (touches, event) { console.log('fuck'); var touchPoint = touches\[0\].getLocation(); //this.setPosition(cc.p(touchPoint.x, this.getPosition().y)); this.mouthX = touchPoint.x; this.mouthY = touchPoint.y; if (this.mouseJoint != null) { var b2Vec2 = Box2D.Common.Math.b2Vec2; this.mouseJoint.SetTarget(new b2Vec2(this.mouthX/PTM\_RATIO,this.mouthY/PTM\_RATIO)); } }, addBall:function() { //this.ballSprite = cc.Sprite.create("res/Icon.png");//创建足球精灵 this.ballSprite = cc.Sprite.create();//创建足球精灵 this.ballSprite.setPosition(cc.p(160,200));//temp this.addChild(this.ballSprite); var b2BodyDef = Box2D.Dynamics.b2BodyDef , b2Body = Box2D.Dynamics.b2Body , b2FixtureDef = Box2D.Dynamics.b2FixtureDef , b2CircleShape = Box2D.Collision.Shapes.b2CircleShape; var bodyDef = new b2BodyDef(); bodyDef.type = b2Body.b2\_dynamicBody; bodyDef.position.Set(160 / PTM\_RATIO, 320 / PTM\_RATIO);//temp bodyDef.userData = this.ballSprite; var body = this.world.CreateBody(bodyDef); var dynamicBox = new b2CircleShape(); dynamicBox.SetRadius(1.0); var fixtureDef = new b2FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 0.1; fixtureDef.friction = 0.9; body.CreateFixture(fixtureDef); }, addFoot:function() { this.footSprite = cc.Sprite.create();//创建脚后跟精灵 this.footSprite.setPosition(cc.p(160,600));//temp this.addChild(this.footSprite); var b2BodyDef = Box2D.Dynamics.b2BodyDef , b2Body = Box2D.Dynamics.b2Body , b2FixtureDef = Box2D.Dynamics.b2FixtureDef , b2CircleShape = Box2D.Collision.Shapes.b2CircleShape , b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef; var bodyDef = new b2BodyDef(); bodyDef.type = b2Body.b2\_dynamicBody; bodyDef.position.Set(160 / PTM\_RATIO, 320 / PTM\_RATIO);//temp bodyDef.userData = this.footSprite; var body = this.world.CreateBody(bodyDef); var dynamicBox = new b2CircleShape(); dynamicBox.SetRadius(0.4); var fixtureDef = new b2FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0; fixtureDef.friction = 0.8; body.CreateFixture(fixtureDef); this.mouseJointDef = new b2MouseJointDef(); this.mouseJointDef.bodyA = this.world.GetGroundBody(); this.mouseJointDef.bodyB = body; this.mouseJointDef.target.Set(160 / PTM\_RATIO, 320 / PTM\_RATIO); this.mouseJointDef.maxForce = 10000; this.mouseJoint = this.world.CreateJoint(this.mouseJointDef); }, draw:function() { var pos = this.ballSprite.getPosition(); cc.drawingUtil.setDrawColor4B(255,255,255,255); cc.drawingUtil.drawCircle(cc.p(pos.x, pos.y), 32, 0, 10, true); var pos1 = this.footSprite.getPosition(); cc.drawingUtil.setDrawColor4B(255,255,255,255); cc.drawingUtil.drawCircle(cc.p(pos1.x, pos1.y), 12, 0, 10, true); }, update:function(dt){ //更新物理世界,更新精灵位置,角度 var velocityIterations = 8; var positionIterations = 1; this.world.Step(dt, velocityIterations, positionIterations); for (var b = this.world.GetBodyList(); b; b = b.GetNext()) { if (b.GetUserData() != null) { var myActor = b.GetUserData(); myActor.setPosition(cc.p(b.GetPosition().x \* PTM\_RATIO, b.GetPosition().y \* PTM\_RATIO)); myActor.setRotation(-1 \* cc.RADIANS\_TO\_DEGREES(b.GetAngle())); } } }
});
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