下载量已超越千万的爆红游戏2048(同名小3**、1024)源代码解密和下载(第二篇)...
CocosEditor版源代码下载:
cocos2d-js源代码请到*下载:http://blog.makeapp.co/?p=523
效果图:
代码分析
1 建立JS数组,有三个数组 背景颜色-等级分数-版本选择 建好之后可以在程序里面直接调用;
版本数组里面每一个版本名字、类型、字体大小和等级数组
- COLOR = [cc.c3b(255, 255, 255),
- cc.c3b(238, 246, 246), cc.c3b(172, 141, 173), cc.c3b(255, 237, 196),
- cc.c3b(242, 197, 170), cc.c3b(191, 164, 157), cc.c3b(125, 125, 106),
- cc.c3b(247, 240, 145), cc.c3b(221, 204, 163), cc.c3b(251, 96, 191), cc.c3b(254, 128, 128),
- cc.c3b(211, 84, 113), cc.c3b(63, 130, 211),
- //other
- cc.c3b(100, 85, 39), cc.c3b(75, 34, 255), cc.c3b(58, 68, 104),
- cc.c3b(7, 0, 234), cc.c3b(153, 45, 85), cc.c3b(15, 254, 36), cc.c3b(78, 2, 34),
- cc.c3b(255, 125, 64), cc.c3b(237, 145, 33)
- ];
- SCORES = [0, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048];
- VERSIONS = [
- {
- num: 1,
- name: "2048原版",
- type: "number",
- labelFontSize: 50,
- array: [0, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048]
- },
- {
- num: 2,
- name: "历史版",
- type: "string",
- labelFontSize: 50,
- array: [" ", "商", "周", "秦", "汉", "唐", "宋", "元", "明", "清", "民国", "天朝"]
- },
- {
- num: 3,
- name: "后宫版",
- type: "string",
- labelFontSize: 40,
- array: [" ", "宫女", "答应", "常在", "贵人", "嫔", "妃", "贵妃", "皇贵妃", "皇后", "皇太后", "太皇太后"]
- },
- {
- num: 4,
- name: "军旅版",
- type: "string",
- labelFontSize: 40,
- array: [" ", "小兵", "班长", "排长", "连长", "营长", "团长", "旅长", "师长", "军长", "司令", "军委元帅"]
- },
- {
- num: 5,
- name: "学历版",
- type: "string",
- labelFontSize: 40,
- array: [" ", "幼儿", "小学", "中学", "高中", "专科", "本科", "研究", "硕士", "博士", "博士后", "院士"]
- },
- {
- num: 6,
- name: "金庸版",
- type: "string",
- labelFontSize: 40,
- array: [" ", "令狐冲", "杨过", "郭靖", "虚竹", "风清扬", "张三丰", "东方不败", "逍遥老祖", "独孤求败", "扫地神僧", "达摩老祖"]
- },
- {
- num: 7,
- name: "生肖版",
- type: "string",
- labelFontSize: 40,
- array: [" ", "鼠", "牛", "虎", "兔", "龙", "蛇", "马", "羊", "猴", "鸡", "狗", "猪", "龙"]
- },
- {
- num: 8,
- name: "星座版",
- type: "string",
- labelFontSize: 40,
- array: [" ", "白羊座", "金牛座", "双子座", "巨蟹座", "狮子座", "处女座", "天秤座", "天蝎座", "射手座", "魔羯座", "水瓶座", "双鱼座"]
- },
- {
- num: 9,
- name: "甲乙丙版",
- type: "string",
- labelFontSize: 40,
- array: [" ", "甲", "乙", "丙", "丁", "戊", "己", "庚", "辛", "壬", "癸"]
- },
- {
- num: 10,
- name: "豪车版",
- type: "string",
- labelFontSize: 40,
- array: [" ", "大众", "奔驰", "悍马", "法拉利", "奥迪", "宝马", "兰博基尼", "凯迪拉克", "世爵"]
- }
- ];
2 然后找到建好的版本选择LevelLayer.js,初始化4*4版本选择表格和点击单个表格跳转到不同的版本里面
#把plist加入缓存addSpriteFrames();
#双层循环this.tables,每一个单元格放入一个新建的精灵cell=cc.MySprite.create(this.rootNode, "6.png", cc.p(px, py), 1)
#根据i,j确定cell的编号num=4*i+j;
#有了编号num可以从VERSIONS数组里面获取版本名字VERSIONS[num].name
#建立文字标签cellLabel = cc.MySprite.createLabel(cell, VERSIONS[num].name);
#表格初始化之后需要添加触摸事件;又一次双层循环this.tables
#检测精灵触摸cc.rectContainsPoint(sprite.getBoundingBox(), loc)
#找到编号num,传值到全局变量indexVersions=num;主场景就根据这个标示来确定版本;
#跳转到主场景cc.BuilderReader.runScene("", "MainLayer");
- LevelLayer.prototype.onEnter = function () {
- cc.SpriteFrameCache.getInstance().addSpriteFrames("res/main.plist");
- this.initX = 9;
- this.initY = 850;
- this.cellSize = 162;
- this.cellSpace = 18;
- this.tables = new Array(4);
- for (var j = 0; j < 4; j++) {
- var sprites = new Array(4);
- for (var i = 0; i < 4; i++) {
- var px = this.initX + this.cellSize / 2 + i * (this.cellSize + this.cellSpace);
- var py = this.initY + this.cellSize / 2 - j * (this.cellSize + this.cellSpace);
- var cell = cc.MySprite.create(this.rootNode, "6.png", cc.p(px, py), 1);
- var num = 4 * j + i;
- if (num < VERSIONS.length) {
- var cellLabel = cc.MySprite.createLabel(cell, VERSIONS[num].name);
- cellLabel.setFontSize(30);
- }
- sprites[i] = cell;
- }
- this.tables[j] = sprites;
- }
- };
- LevelLayer.prototype.onTouchesBegan = function (touches, event) {
- cc.log("onTouchesBegan");
- var loc = touches[0].getLocation();
- for (var j = 0; j < 4; j++) {
- for (var i = 0; i < 4; i++) {
- var sprite = this.tables[j][i];
- if (cc.rectContainsPoint(sprite.getBoundingBox(), loc)) {
- var num = 4 * j + i;
- cc.log("num==" + num);
- if (num < VERSIONS.length) {
- indexVersions = num;
- cc.BuilderReader.runScene("", "MainLayer");
- }
- }
- }
- }
- };
3 进入主场景,根据第二步得到的indexVersions,从数组VERSIONS里面获取版本实体this.indexVersion = VERSIONS[this.versionNum];
- MainLayer.prototype.onEnter = function () {
- //version
- this.versionNum = indexVersions;
- this.indexVersion = VERSIONS[this.versionNum];
- this.title.setString(this.indexVersion.name + "目标:" + this.indexVersion.array[this.indexVersion.array.length - 1] + "");}
4 刷新按钮事件和返回按钮;刷新按钮比较简单,关键是返回按钮,它是一个文字标签,cocos里面没有关联点击事件;这里笔者通过触摸和创建矩形的方法来解决了这个问题;
- MainLayer.prototype.onRefreshClicked = function () {
- cc.BuilderReader.runScene("", "MainLayer");
- };
- MainLayer.prototype.onTouchesBegan = function (touches, event) {
- this.pBegan = touches[0].getLocation();
- //back
- var backRect = cc.rectCreate(this.back.getPosition(), [50, 30]);
- if (cc.rectContainsPoint(backRect, this.pBegan)) {
- this.back.runAction(cc.Sequence.create(cc.ScaleTo.create(0.2, 1.1),
- cc.CallFunc.create(function () {
- cc.AudioEngine.getInstance().stopAllEffects();
- cc.BuilderReader.runScene("", "LevelLayer");
- })
- ));
- }
- };
两篇博文完结;