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finger-guessing game:3增加猜拳次数及猜拳按钮显示

时间:2015-04-24 20:48:27      阅读:187      评论:0      收藏:0      [点我收藏+]

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增加猜拳次数及猜拳按钮

 

//初始化引擎组件
init(50, "div_caiquan", 800, 400, main);

//定义游戏层,加载进度层、游戏背景层,结果显示层,出拳操作层
var loadingLayer, backLayer, resultLayer, clickLayer;

//定义游戏图片
//定义图片资源加载完成后返回的图片对象
var imglist = {};
//定义图片资源数组
var imgData = new Array(

    { name: "title", path: "../images/title.png" },
    { name: "shitou", path: "../images/shitou.png" },
    { name: "jiandao", path: "../images/jiandao.png" },
    { name: "bu", path: "../images/bu.png" }

    );
//定义自己出拳图片,电脑出拳图片
var selfBitMap, enemyBitMap;

//定义出拳图片数组
var showList = new Array();

//定义结果显示文字信息

//猜拳次数,胜利次数,失败次数,平局次数文本框
var selfTextAll, selfTextWin, selfTextLoss, selfTextDraw;

//胜利次数,失败次数,平局次数初始值
var win = 0, loss = 0, draw = 0;



//回调函数
function main() {

    //创建背景层
    backLayer = new LSprite();

    //将背景层添加到画布
    addChild(backLayer);

    //创建加载进度层
    loadingLayer = new LoadingSample3();

    //将加载进度层添加到背景层
    backLayer.addChild(loadingLayer);

    //loadingLayer.setProgress(35);

    //加载图片资源
    LLoadManage.load(
        //图片数据数组
        imgData,
        function (progress) {
            //显示加载进度
            loadingLayer.setProgress(progress);
        },
        function (result) {

            //加载完成
            //result可以认为是一个map,资源列表中的资源可以按键获取 
            imglist = result;
            //移除加载进度层
            backLayer.removeChild(loadingLayer);
            loadingLayer = null;
            //游戏初始化
            gameInit();
        }
        );
};

//游戏初始化
function gameInit() {

    //game begin

    //构造出拳图片数组
    showList.push(new LBitmapData(imglist["shitou"]));
    showList.push(new LBitmapData(imglist["jiandao"]));
    showList.push(new LBitmapData(imglist["bu"]));

    //绘制游戏界面背景
    backLayer.graphics.drawRect(10, "#008800", [0, 0, LGlobal.width, LGlobal.height], true, "#000000");

    //显示游戏标题
    var titleBitmap = new LBitmap(new LBitmapData(imglist["title"]));
    titleBitmap.x = (LGlobal.width - titleBitmap.width) / 2;
    titleBitmap.y = 10;
    backLayer.addChild(titleBitmap);

    //显示玩家出拳图片
    selfBitMap = new LBitmap(showList[0]);
    selfBitMap.x = 400 - selfBitMap.width - 50;
    selfBitMap.y = 130;
    backLayer.addChild(selfBitMap);

    //显示电脑出拳图片
    enemyBitMap = new LBitmap(showList[0]);
    enemyBitMap.x = 400 + 50;
    enemyBitMap.y = 130;
    backLayer.addChild(enemyBitMap);

    //玩家电脑名称设定
    var nameText;
    nameText = new LTextField();
    nameText.text = "玩家";
    nameText.weight = "bolder";
    nameText.color = "#ffffff";
    nameText.size = 24;
    nameText.x = selfBitMap.x + (selfBitMap.width - nameText.getWidth()) / 2;
    nameText.y = 95;
    backLayer.addChild(nameText);

    nameText = new LTextField();
    nameText.text = "电脑";
    nameText.weight = "bolder";
    nameText.color = "#ffffff";
    nameText.size = 24;
    nameText.x = enemyBitMap.x + (enemyBitMap.width - nameText.getWidth()) / 2;
    nameText.y = 95;
    backLayer.addChild(nameText);

    //结果显示层初始化
    initResultLayer();

    //操作层初始化
    initClickLayer();


};

function initResultLayer() {

    //创建结果显示层对象
    resultLayer = new LSprite();

    //绘制结果显示层,使用Sprite的graphic绘图
    resultLayer.graphics.drawRect(4, ‘#ff8800‘, [0, 0, 150, 110], true, ‘#ffffff‘);

    //设置结果显示层位置
    resultLayer.x = 10;
    resultLayer.y = 100;

    //添加到游戏背景层
    backLayer.addChild(resultLayer);

    //显示猜拳次数
    selfTextAll = new LTextField();
    selfTextAll.text = "猜拳次数 : 0";
    selfTextAll.weight = "bolder";
    selfTextAll.x = 10;
    selfTextAll.y = 20;
    resultLayer.addChild(selfTextAll);

    //显示胜利次数
    selfTextWin = new LTextField();
    selfTextWin.text = "胜利次数 : 0";
    selfTextWin.weight = "bolder";
    selfTextWin.x = 10;
    selfTextWin.y = 40;
    resultLayer.addChild(selfTextWin);

    //显示失败次数
    selfTextLoss = new LTextField();
    selfTextLoss.text = "失败次数 : 0";
    selfTextLoss.weight = "bolder";
    selfTextLoss.x = 10;
    selfTextLoss.y = 60;
    resultLayer.addChild(selfTextLoss);

    //显示平局次数
    selfTextDraw = new LTextField();
    selfTextDraw.text = "平局次数 : 0";
    selfTextDraw.weight = "bolder";
    selfTextDraw.x = 10;
    selfTextDraw.y = 80;
    resultLayer.addChild(selfTextDraw);


};

function initClickLayer() {

    //创建操作层对象
    clickLayer = new LSprite();

    //绘制操作层,使用Sprite的graphic绘图
    clickLayer.graphics.drawRect(4, ‘#ff8800‘, [0, 0, 300, 110], true, ‘#ffffff‘);

    //设置操作层显示坐标
    clickLayer.x = 250;
    clickLayer.y = 275;

    //添加到游戏背景层
    addChild(clickLayer);


    //添加“请出拳”文本
    var msgText = new LTextField();
    msgText.text = "请出拳:";
    msgText.weight = "bolder";
    msgText.x = 10;
    msgText.y = 10;
    clickLayer.addChild(msgText);

    //添加出拳按钮
    var btnShitou = getButton("shitou");
    btnShitou.x = 30;
    btnShitou.y = 35;
    clickLayer.addChild(btnShitou);

    var btnJiandao = getButton("jiandao");
    btnJiandao.x = 115;
    btnJiandao.y = 35;
    clickLayer.addChild(btnJiandao);

    var btnBu = getButton("bu");
    btnBu.x = 200;
    btnBu.y = 35;
    clickLayer.addChild(btnBu);

};

//构造猜拳按钮
function getButton(value) {

    //LButton类来添加一个按钮,LButton ( upState , overState ,downState ,disableState ) ( 弹起状态,经过状态,按下状态,不可用状态)

    //LButton 弹起状态
    var btnUp = new LBitmap(new LBitmapData(imglist[value]));
    //表示从注册点开始应用的对象的水平缩放比例(百分比)。默认注册点为 (0,0)。1.0 等于 100% 缩放。
    btnUp.scaleX = 0.5;
    btnUp.scaleY = 0.5;

    //LButton 经过状态
    var btnOver = new LBitmap(new LBitmapData(imglist[value]));
    //表示从注册点开始应用的对象的水平缩放比例(百分比)。默认注册点为 (0,0)。1.0 等于 100% 缩放。
    btnOver.scaleX = 0.5;
    btnOver.scaleY = 0.5;
    btnOver.x = 2;
    btnOver.y = 2;
    

    //构造LButton
    var btn = new LButton(btnUp, btnOver);

    btn.name = value;

    return btn;

};

 

finger-guessing game:3增加猜拳次数及猜拳按钮显示

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原文地址:http://www.cnblogs.com/zgqys1980/p/4454175.html

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