finger-guessing game:2增加游戏进度,界面title及游戏界面

增加游戏进度,界面title及游戏界面

//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();

//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);

};

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);

};
原文地址:https://www.cnblogs.com/zgqys1980/p/4453367.html