增加猜拳次数及猜拳按钮
//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(); //定义结果显示文字信息 //猜拳次数,胜利次数,失败次数,平局次数文本框
var selfTextAll, selfTextWin, selfTextLoss, selfTextDraw; //胜利次数,失败次数,平局次数初始值
var win = 0, loss = 0, draw = 0; //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); //显示猜拳次数
selfTextAll = new LTextField();
selfTextAll.text = "猜拳次数 : 0";
selfTextAll.weight = "bolder";
selfTextAll.x = 10;
selfTextAll.y = 20;
resultLayer.addChild(selfTextAll); //显示胜利次数
selfTextWin = new LTextField();
selfTextWin.text = "胜利次数 : 0";
selfTextWin.weight = "bolder";
selfTextWin.x = 10;
selfTextWin.y = 40;
resultLayer.addChild(selfTextWin); //显示失败次数
selfTextLoss = new LTextField();
selfTextLoss.text = "失败次数 : 0";
selfTextLoss.weight = "bolder";
selfTextLoss.x = 10;
selfTextLoss.y = 60;
resultLayer.addChild(selfTextLoss); //显示平局次数
selfTextDraw = new LTextField();
selfTextDraw.text = "平局次数 : 0";
selfTextDraw.weight = "bolder";
selfTextDraw.x = 10;
selfTextDraw.y = 80;
resultLayer.addChild(selfTextDraw); }; 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); //添加“请出拳”文本
var msgText = new LTextField();
msgText.text = "请出拳:";
msgText.weight = "bolder";
msgText.x = 10;
msgText.y = 10;
clickLayer.addChild(msgText); //添加出拳按钮
var btnShitou = getButton("shitou");
btnShitou.x = 30;
btnShitou.y = 35;
clickLayer.addChild(btnShitou); var btnJiandao = getButton("jiandao");
btnJiandao.x = 115;
btnJiandao.y = 35;
clickLayer.addChild(btnJiandao); var btnBu = getButton("bu");
btnBu.x = 200;
btnBu.y = 35;
clickLayer.addChild(btnBu); }; //构造猜拳按钮
function getButton(value) { //LButton类来添加一个按钮,LButton ( upState , overState ,downState ,disableState ) ( 弹起状态,经过状态,按下状态,不可用状态) //LButton 弹起状态
var btnUp = new LBitmap(new LBitmapData(imglist[value]));
//表示从注册点开始应用的对象的水平缩放比例(百分比)。默认注册点为 (0,0)。1.0 等于 100% 缩放。
btnUp.scaleX = 0.5;
btnUp.scaleY = 0.5; //LButton 经过状态
var btnOver = new LBitmap(new LBitmapData(imglist[value]));
//表示从注册点开始应用的对象的水平缩放比例(百分比)。默认注册点为 (0,0)。1.0 等于 100% 缩放。
btnOver.scaleX = 0.5;
btnOver.scaleY = 0.5;
btnOver.x = 2;
btnOver.y = 2; //构造LButton
var btn = new LButton(btnUp, btnOver); btn.name = value; return btn; };