代码
来源:互联网 发布:淘宝清洗订单后果 编辑:程序博客网 时间:2024/05/21 08:55
var g_GameLayer;var GamerLayer = cc.Layer.extend({ ctor:function(){ this._super(); this.init(); }, init:function(){ g_GameLayer=this; var bg = cc.Sprite.create("res/bg/background.png") bg.setAnchorPoint(cc.p(0,0)) this.addChild(bg) this.hero = new Unit(); this.addChild(this.hero,1); this.hero.setPosition(300,300) },}); GamerLayer.create = function(){ var layer = new GamerLayer(); var uiLayer = new ControlLayer(); layer.addChild(uiLayer) return layer;}GamerLayer.scene = function(){ var s = cc.Scene.create(); s.addChild(GamerLayer.create()); return s;}var ControlLayer = cc.Layer.extend({ ctor:function(){ this._super(); this.setTouchMode(cc.TOUCH_ONE_BY_ONE); this.setTouchEnabled(true); this.setTouchPriority(-199); this.init(); }, init:function(){ this.attackBtn = cc.Sprite.create("res/ui/skill1.png") this.addChild(this.attackBtn); this.attackBtn.setPosition(850,90) this.controlBtn = cc.Sprite.create("res/ui/circle.png") this.addChild(this.controlBtn,1); this.controlBtn.setPosition(100,100) this.controlBtnbg = cc.Sprite.create("res/ui/circleBg.png") this.addChild(this.controlBtnbg); this.controlBtnbg.setPosition(100,100) }, onTouchBegan : function(pos,event){ if(pos_.x>400){ g_GameLayer.hero.run() }else{ g_GameLayer.hero.attack(); } return true; }, onTouchMoved : function(pos,event){ }, onTouchEnded : function(pos,event){ },})var g_Hero;var Unit = cc.Node.extend({ ctor:function(){ this._super(); this.init(); }, init:function(){ g_Hero=this; this.initSprite(); this.initAction(); }, initSprite:function(){ this.sprite = cc.Sprite.create("res/roles/player1-1-1.png") this.addChild(this.sprite) }, initAction:function(){ // 跑动动作 var animation = cc.Animation.create(); for (var i = 1; i <= 4; i++){ var frameName = "res/roles/player1-1-" + i + ".png"; animation.addSpriteFrameWithFile(frameName); } animation.setDelayPerUnit(2.8 / 14); animation.setRestoreOriginalFrame(true); cc.AnimationCache.getInstance().addAnimation(animation,"run") // 普通攻击 var anAttack = cc.Animation.create(); for (var attackIndex = 1; attackIndex <= 4; attackIndex ++){ var attackFrame = "res/roles/player1-5-" + attackIndex + ".png"; anAttack.addSpriteFrameWithFile(attackFrame); } anAttack.setDelayPerUnit(1.8 / 14); cc.AnimationCache.getInstance().addAnimation(anAttack,"attack") var attackAnimation = cc.AnimationCache.getInstance().getAnimation("attack") this._actionAttack=cc.Animate.create(attackAnimation) }, stand:function(){ this.sprite.setTexture(cc.TextureCache.getInstance().addImage("res/roles/player1-1-4.png")) }, run:function(){ var runAnimation = cc.AnimationCache.getInstance().getAnimation("run") _actionRun=cc.Animate.create(runAnimation) this.sprite.runAction(_actionRun)------------用缓存中的动画重新create 一个animate就不会报错 }, attack:function(){ this.runAction(this._actionAttack) ---------这样写在调用的时候就会报错了 ----------打log看了this._actionAttack是个animate对象,为何不能用? }, dead:function(){ }, update:function(dt){ },});
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