The web version of the wechat jerking game, based on the cocos2d-js game engine, online trial, with source code included

A few years ago, I studied the demo project of cocos2d. This is based on the cocos2d-js game engine. The whole game is written in js.

How to play: Drag the mouse to move the plane

Game screenshots:

file description

  • cocos2dx: game engine
  • res: store game material (picture)
  • src: game source code
  • cocos2d.js: engine configuration file

The core code is as follows (src/scene/OuterSpaceScene.js):

/**
 * Date: 14-3-7
 * Time: 下午4:10
 * 场景层,外太空,所有的元素都在这个场景中
 */
var OuterSpaceLayer = cc.Layer.extend({
    m_bgSprite1:null, // 背景图1
    m_bgSprite2:null, // 背景图2
    m_player:null, // 玩家飞机
    m_touchArea:null,// 飞机活动区域
    m_distanceFingerPlaneX:0, // 手指与玩家飞机的x距离
    m_distanceFingerPlaneY:0, // 手指与玩家飞机的y距离

    init:function () {
        this._super(); // 调用父类init方法

        this._initImgCache(); // 加载图片
        this._initBG(); // 初始化背景图
        this._initPlayer(); // 初始化玩家
        this._initEnemy(); // 初始化敌人
        this._initBullet();
        this.setTouchEnabled(true); // 设置界面可以触摸

        this.scheduleUpdate(); // 启动update循环

    }

    /**
     * @override
     */
    ,registerWithTouchDispatcher:function(){
        //CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,0,true);
        // 注册屏幕触摸事件
        cc.registerTargetedDelegate(0,true,this);
    }

    /**
     * @override
     */
    ,onTouchBegan:function(touch){
        var touchPoint = touch.getLocation();

        var playerPoint = this.m_player.getPosition();

        this.m_distanceFingerPlaneX = touchPoint.x - playerPoint.x;
        this.m_distanceFingerPlaneY = touchPoint.y - playerPoint.y;
        return true;
    }

    /**
     * @override
     */
    ,onTouchMoved:function(touch,event){
        var touchPoint = touch.getLocation();
        //cc.Director.getInstance().convertToUI(posInView);
        var newPoint = cc.p(touchPoint.x - this.m_distanceFingerPlaneX
                ,touchPoint.y - this.m_distanceFingerPlaneY);

        var desPos = this._buildMoveArea(newPoint);

        if(this._isMoveArea(desPos)){
            this.m_player.setPosition(desPos);
        }

    }
    // 构建玩家飞机可移动区域
    ,_buildMoveArea:function(newPoint){
        if (newPoint.x>=cc.rectGetMaxX(this.m_touchArea))
        {
            newPoint.x = cc.rectGetMaxX(this.m_touchArea);
        }
        if (newPoint.x <= cc.rectGetMinX(this.m_touchArea))
        {
            newPoint.x = cc.rectGetMinX(this.m_touchArea);
        }
        if (newPoint.y >= cc.rectGetMaxY(this.m_touchArea))
        {
            newPoint.y = cc.rectGetMaxY(this.m_touchArea);
        }
        if (newPoint.y <= cc.rectGetMinY(this.m_touchArea))
        {
            newPoint.y = cc.rectGetMinY(this.m_touchArea);
        }

        return newPoint;
    }
    // 是否在移动范围
    ,_isMoveArea : function(ccp){
        return cc.rectContainsPoint(this.m_touchArea,ccp);
    }

    ,_initImgCache:function(){
        var cache = cc.SpriteFrameCache.getInstance();
        cache.addSpriteFrames(s_plistFileName, s_plistImgName);
    }
    // 创建敌人
    ,_initEnemy:function(){
        // 创建怪物管理器
        var enemyMgr = new EnemyManager();
        enemyMgr.setPlayer(this.m_player);
        this.addChild(enemyMgr,3);
    }
    ,_initBullet:function(){
        // 设置普通子弹
        this.m_player.setBulletNormal(this._buildBullet("bullet_normal.png"));
    }

    ,_buildBullet:function(imgName){
        var playerSize = this.m_player.getSprite().getContentSize();
        var playerPos = this.m_player.getPosition();

        var bullet = new Bullet();
        bullet.bindSprite(cc.Sprite.createWithSpriteFrameName(imgName));
        // 子弹从飞机头部发出
        bullet.setPositionY(playerPos.y + playerSize.height/2);

        this.addChild(bullet,2);

        return bullet;
    }

    /**
     * 初始化背景图
     */
    ,_initBG:function(){
        var size = cc.Director.getInstance().getVisibleSize();

        this.m_bgSprite1 = cc.Sprite.create(s_BG);
        this.m_bgSprite1.setPosition(size.width/2,size.height/2);
        this.addChild(this.m_bgSprite1,0);

        this.m_bgSprite2 = cc.Sprite.create(s_BG);
        // 让地图二紧跟在地图1的后面
        this.m_bgSprite2.setPosition(size.width/2,size.height + size.height/2);
        // 垂直翻转图片
        this.m_bgSprite2.setFlippedY(true);
        this.addChild(this.m_bgSprite2,0);
    }

    ,_initPlayer:function(){
        var size = cc.Director.getInstance().getVisibleSize();
        // 创建角色
        this.m_player = new Player();

        this.m_player.bindSprite(cc.Sprite.createWithSpriteFrameName("player.png"));
        this.m_player.setPosition(size.width/2,100);

        this.addChild(this.m_player,1);
        var playerSize = this.m_player.getSprite().getContentSize();
        // 初始化飞机活动区域
        this.m_touchArea = cc.rect(
            playerSize.width/2 - 8
            ,playerSize.height/2 - 5
            ,size.width - playerSize.width + 18
            ,size.height - playerSize.height + 13);
    }

    ,_scrollBG:function(){
        var posY1 = this.m_bgSprite1.getPositionY();
        var posY2 =this. m_bgSprite2.getPositionY();

        var speed =1;

        posY1 -=speed;
        posY2 -=speed;

        var mapSize = this.m_bgSprite1.getContentSize();
        /*
         当第一个地图完全离开屏幕时,让第二个地图完全出现在屏幕上,
         同时让第一个地图紧贴在第二个地图之后
         */
        if(posY1< -mapSize.height/2){
            posY2 = mapSize.height/2;
            posY1 = mapSize.height + mapSize.height/2;
        }
        /*
         当第二个地图完全离开屏幕时,让第一个地图完全出现在屏幕上,
         同时让第二个地图紧贴在第一个地图之后
         */
        if(posY2<-mapSize.height/2){
            posY1 = mapSize.height/2;
            posY2 = mapSize.height + mapSize.height/2;
        }
        this.m_bgSprite1.setPositionY(posY1);
        this.m_bgSprite2.setPositionY(posY2);
    }


    ,update:function(dt){
        this._scrollBG();
        this.m_player.fire();
    }
});

var OuterSpaceScene = cc.Scene.extend({
    onEnter:function () {
        this._super();
        var layer = new OuterSpaceLayer();
        this.addChild(layer);
        layer.init();
    }
});

Thanks to the convenience brought by the game engine, the code is not very complicated to write, and it can be written in an object-oriented way, and it looks clear at a glance.

{{o.name}}
{{m.name}}

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