cocosCreator使用文档中制作第一个游戏

一个人好坏
Thu, 22 Sep 2016 01:30:01 +0000

实现不了跳动
cc.Class({
extends: cc.Component,

properties: {
    // 主角跳跃高度
    jumpHeight: 0,
    // 主角跳跃持续时间
    jumpDuration: 0,
    // 最大移动速度
    maxMoveSpeed: 0,
    // 加速度
    accel: 0,
    // 跳跃音效资源
    jumpAudio: {
        default: null,
        url: cc.AudioClip
    },
},

setJumpAction: function () {
    // 跳跃上升
    var jumpUp = cc.moveBy(this.jumpDuration, cc.p(0, this.jumpHeight)).easing(cc.easeCubicActionOut());
    // 下落
    var jumpDown = cc.moveBy(this.jumpDuration, cc.p(0, -this.jumpHeight)).easing(cc.easeCubicActionIn());
    // 添加一个回调函数，用于在动作结束时调用我们定义的其他方法
    var callback = cc.callFunc(this.playJumpSound, this);
    // 不断重复，而且每次完成落地动作后调用回调来播放声音
    return cc.repeatForever(cc.sequence(jumpUp, jumpDown, callback));
},

playJumpSound: function () {
    // 调用声音引擎播放声音
    cc.audioEngine.playEffect(this.jumpAudio, false);
},

setInputControl: function () {
    var self = this;
    //add keyboard input listener to jump, turnLeft and turnRight
    cc.eventManager.addListener({
        event: cc.EventListener.KEYBOARD,
        // set a flag when key pressed
        onKeyPressed: function(keyCode, event) {
            switch(keyCode) {
                case cc.KEY.a:
                    self.accLeft = true;
                    self.accRight = false;
                    break;
                case cc.KEY.d:
                    self.accLeft = false;
                    self.accRight = true;
                    break;
            }
        },
        // unset a flag when key released
        onKeyReleased: function(keyCode, event) {
            switch(keyCode) {
                case cc.KEY.a:
                    self.accLeft = false;
                    break;
                case cc.KEY.d:
                    self.accRight = false;
                    break;
            }
        }
    }, self.node);
},

// use this for initialization
onLoad: function () {
    // 初始化跳跃动作
    this.jumpAction = this.setJumpAction();
    this.node.runAction(this.jumpAction);

    // 加速度方向开关
    this.accLeft = false;
    this.accRight = false;
    // 主角当前水平方向速度
    this.xSpeed = 0;

    // 初始化键盘输入监听
    this.setInputControl();
},

// called every frame
update: function (dt) {
    // 根据当前加速度方向每帧更新速度
    if (this.accLeft) {
        this.xSpeed -= this.accel * dt;
    } else if (this.accRight) {
        this.xSpeed += this.accel * dt;
    }
    // 限制主角的速度不能超过最大值
    if ( Math.abs(this.xSpeed) > this.maxMoveSpeed ) {
        // if speed reach limit, use max speed with current direction
        this.xSpeed = this.maxMoveSpeed * this.xSpeed / Math.abs(this.xSpeed);
    }

    // 根据当前速度更新主角的位置
    this.node.x += this.xSpeed * dt;
},

});

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