标签:c++ cocos2d-x cocos2d-js 开发人员 游戏
从类图中我们可以看到,Cocos2d-JS中有内置的11种粒子,这些粒子的属性都是预先定义好的,我们也可以在程序代码中单独修改某些属性,我们在上一节的实例中都已经实现了这些属性的设置。var MyActionLayer = cc.Layer.extend({
flagTag: 0, // 操作标志
pLabel: null, ①
ctor: function (flagTag) {
this._super();
this.flagTag = flagTag;
cc.log("MyActionLayer init flagTag " + this.flagTag);
var size = cc.director.getWinSize();
var backMenuItem = new cc.LabelBMFont("<Back", res.fnt_fnt);
var backMenuItem = new cc.MenuItemLabel(backMenuItem, this.backMenu, this);
backMenuItem.x = size.width - 100;
backMenuItem.y = 100;
var mn = cc.Menu.create(backMenuItem);
mn.x = 0;
mn.y = 0;
mn.anchorX = 0.5;
mn.anchorY = 0.5;
this.addChild(mn);
this.pLabel = new cc.LabelBMFont("", res.fnt_fnt);
this.pLabel.x = size.width /2;
this.pLabel.y = size.height - 50;
this.addChild(this.pLabel, 3);
return true;
},
backMenu: function (sender) {
cc.director.popScene();
},
onEnterTransitionDidFinish: function () {
cc.log("Tag = " + this.flagTag);
var sprite = this.getChildByTag(SP_TAG);
var size = cc.director.getWinSize();
var system;
switch (this.flagTag) { ②
case ActionTypes.kExplosion:
system = new cc.ParticleExplosion();
this.pLabel.setString("Explosion");
break;
case ActionTypes.kFire:
system = new cc.ParticleFire();
system.texture = cc.textureCache.addImage(res.s_fire); ③
this.pLabel.setString("Fire");
break;
case ActionTypes.kFireworks:
system = new cc.ParticleFireworks();
this.pLabel.setString("Fireworks");
break;
case ActionTypes.kFlower:
system = new cc.ParticleFlower();
this.pLabel.setString("Flower");
break;
case ActionTypes.kGalaxy:
system = new cc.ParticleGalaxy();
this.pLabel.setString("Galaxy");
break;
case ActionTypes.kMeteor:
system = new cc.ParticleMeteor();
this.pLabel.setString("Meteor");
break;
case ActionTypes.kRain:
system = new cc.ParticleRain();
this.pLabel.setString("Rain");
break;
case ActionTypes.kSmoke:
system = new cc.ParticleSmoke();
this.pLabel.setString("Smoke");
break;
case ActionTypes.kSnow:
system = new cc.ParticleSnow();
this.pLabel.setString("Snow");
break;
case ActionTypes.kSpiral:
system = new cc.ParticleSpiral();
this.pLabel.setString("Spiral");
break;
case ActionTypes.kSun:
system = new cc.ParticleSun();
this.pLabel.setString("Sun");
break; ④
}
system.x = size.width /2;
system.y = size.height /2;
this.addChild(system);
}
});
var MyActionScene = cc.Scene.extend({
onEnter: function () {
this._super();
}
});另外,如果在Web浏览器中运行还需要为粒子系统添加纹理,我们只在代码第③行添加了火粒子纹理,其它的粒子纹理添加类似。
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标签:c++ cocos2d-x cocos2d-js 开发人员 游戏
原文地址:http://blog.csdn.net/tonny_guan/article/details/44904387