现在游戏基本能完了, 飞机能发射子弹,打了敌机,敌机也能炸;
接下来要做计分了;
步骤:
- 搞出一个lable
- 让lable显示炸了多少飞机
开搞:
①创建一个Lable标签
② root.ts文件
添加
@property(Label) player_score: Label; // 标签属性
标签绑定
③ 代码添加
注册 然后回调
contactListener() {// 注册全局碰撞回调函数if (PhysicsSystem2D.instance) {PhysicsSystem2D.instance.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);}}// 全局的碰撞检测onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {// 只在两个碰撞体开始接触时被调用一次//console.log('Main_ROOT -> onBeginContact');console.log('selfCollider : ' + selfCollider.name);console.log('otherCollider : ' + otherCollider.name);if (selfCollider.name.includes('enemy_prefab') && otherCollider.name.includes('playerBullet_prefab')) {this.score++;this.player_score.string = "当前得分: " + this.score;}if (selfCollider.name.includes('player_node') && otherCollider.name.includes('enemy_prefab')) {this.player_score.string = '被炸了';}
root.ts完整代码
import { _decorator, Collider2D, Component, Contact2DType, instantiate, IPhysics2DContact, Label, Node, PhysicsSystem2D, Prefab } from 'cc';
const { ccclass, property } = _decorator;@ccclass('root')
export class root extends Component {@property(Node) enemy_node: Node; // 添加属性 以便在代码中引用 敌人节点@property(Prefab) enemy_prefab: Prefab; // 添加属性 以便在代码中 动态生成 敌人@property(Label) player_score: Label; // 添加属性 以便在代码中 动态生成 敌人private score = 0;start() {this.createEnemies(); //使用定时器生成敌机this.contactListener();}update(deltaTime: number) {}contactListener() {// 注册全局碰撞回调函数if (PhysicsSystem2D.instance) {PhysicsSystem2D.instance.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);}}// 全局的碰撞检测onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {// 只在两个碰撞体开始接触时被调用一次//console.log('Main_ROOT -> onBeginContact');console.log('selfCollider : ' + selfCollider.name);console.log('otherCollider : ' + otherCollider.name);if (selfCollider.name.includes('enemy_prefab') && otherCollider.name.includes('playerBullet_prefab')) {this.score++;this.player_score.string = "当前得分: " + this.score;}if (selfCollider.name.includes('player_node') && otherCollider.name.includes('enemy_prefab')) {this.player_score.string = '被炸了';}
}createEnemies() {this.schedule(() => {this.createOneEnemy();}, 1);}// 创建一个敌机createOneEnemy() {// console.log("createOneGold !");const enemyPrefab = instantiate(this.enemy_prefab); // 实例化一个对象 (动态生成)this.enemy_node.addChild(enemyPrefab); // 将对象 添加到某个 节点内let x = (Math.random() * 360) // random() 0-360 enemyPrefab.setPosition(180 - x, 350); // 设置敌机的Y坐标}
}
剩下的就是结束场景
创建一个gameOver_scene
一个GameOver_node
一个retry_button
还有俩脚本retry_button.ts
GameOver.ts
绑定
最重要的是这里
retry_button.ts脚本文件
import { _decorator, Component, director, Node } from 'cc';
const { ccclass, property } = _decorator;@ccclass('ButtonRetry')
export class ButtonRetry extends Component {start() {}update(deltaTime: number) {}// 跳转到主场景gotoMainScene() {director.loadScene("main_scene");}
}
GameOver .ts
import { _decorator, Component, director, Label, Node } from 'cc';const { ccclass, property } = _decorator;@ccclass('GameOver')
export class GameOver extends Component {@property(Label) ScoreLabel: Label; // 添加属性 以便在代码中 修改得分start() {this.ScoreLabel.string = "游戏结束";}update(deltaTime: number) {}
}
root.ts脚本中需要添加
director.loadScene("gameOver_scene"); // 跳转到结束场景
这一章写的有点糙, 先这样吧, 这些天有点累了
后面的章节是小游戏部署到微信小游戏平台;
和登陆获取信息和跟后台交互