用cocos2d-html5做的消除类游戏《英雄爱消除》(4)——游戏结束
游戏结束界面:
在前面几个教程中,这个界面的创作所需要的知识点基本我们都讲过了,这里就说下用户数据的缓存吧,也是先来看下源码
/** * Power by html5中文网(html5china.com) * author: jackyWHJ */ var GameOver = cc.Layer.extend({ init:function () { var bRet = false; if (this._super()) { var sp = cc.Sprite.create(s_b05); sp.setAnchorPoint( cc.p(0,0) ); this.addChild(sp, 0, 1); var logo = cc.Sprite.create(s_gameOver); logo.setAnchorPoint(cc.p(0,0)); logo.setPosition(20,350); this.addChild(logo,10,1); var playAgainNormal = cc.Sprite.create(s_menu, cc.rect(378, 0, 126, 33)); var playAgainSelected = cc.Sprite.create(s_menu, cc.rect(378, 33, 126, 33)); var playAgainDisabled = cc.Sprite.create(s_menu, cc.rect(378, 33 * 2, 126, 33)); var playAgain = cc.MenuItemSprite.create(playAgainNormal, playAgainSelected, playAgainDisabled, function(){ flareEffect(this,this,this.onPlayAgain); }.bind(this) ); var menu = cc.Menu.create(playAgain); this.addChild(menu, 1, 2); menu.setPosition(winSize.width / 2, 280); if(!localStorage.getItem("bestScore")){ localStorage.setItem("bestScore",g_sharedGameLayer._timeString); }; var lbScore = cc.LabelTTF.create("TIME "+g_sharedGameLayer._timeString,"Forte",26); lbScore.setPosition(winSize.width / 2,200); lbScore.setColor(cc.c3b(200,38,12)); // lbScore.enableStroke(cc.c3b(0,0,0), 26); this.addChild(lbScore,10); var bestString = localStorage.getItem("bestScore"); var bestArr = bestString.split(":"); var sTime = bestArr[0]*60 + bestArr[1]; if(sTime > g_sharedGameLayer._time){ localStorage.setItem("bestScore",g_sharedGameLayer._timeString); } var bestScore = cc.LabelTTF.create("BEST TIME "+ localStorage.getItem("bestScore"),"Forte",26); bestScore.setPosition(180,150); bestScore.setColor(cc.c3b(200,38,12)); this.addChild(bestScore,10); if(LLK.SOUND){ cc.AudioEngine.getInstance().playMusic(s_mainMainMusic_mp3); } bRet = true; } return bRet; }, onPlayAgain:function (pSender) { var scene = cc.Scene.create(); scene.addChild(GameLayer.create()); scene.addChild(GameControlMenu.create()); cc.Director.getInstance().replaceScene(cc.TransitionFade.create(1.2,scene)); } }); GameOver.create = function () { var sg = new GameOver(); if (sg && sg.init()) { return sg; } return null; }; GameOver.scene = function () { var scene = cc.Scene.create(); var layer = GameOver.create(); scene.addChild(layer); return scene; };
if(!localStorage.getItem("bestScore")){ localStorage.setItem("bestScore",g_sharedGameLayer._timeString); }; var lbScore = cc.LabelTTF.create("TIME "+g_sharedGameLayer._timeString,"Forte",26); lbScore.setPosition(winSize.width / 2,200); lbScore.setColor(cc.c3b(200,38,12)); // lbScore.enableStroke(cc.c3b(0,0,0), 26); this.addChild(lbScore,10);
首先,我们先判断是否存在本体缓存数据,不存在的话我们就添加缓存数据并且把当前的游戏时间通过 cc.LabelTTF添加到Layer上。所过存在缓存数据,我们则取出缓存数据并且与当前游戏进行比较,然后缓存最好成绩并添加到Layer上
var bestString = localStorage.getItem("bestScore"); var bestArr = bestString.split(":"); var sTime = bestArr[0]*60 + bestArr[1]; if(sTime > g_sharedGameLayer._time){ localStorage.setItem("bestScore",g_sharedGameLayer._timeString); }
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