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// Learn cc.Class:
//  - [Chinese] http://www.cocos.com/docs/creator/scripting/class.html
//  - [English] http://www.cocos2d-x.org/docs/editors_and_tools/creator-chapters/scripting/class/index.html
// Learn Attribute:
//  - [Chinese] http://www.cocos.com/docs/creator/scripting/reference/attributes.html
//  - [English] http://www.cocos2d-x.org/docs/editors_and_tools/creator-chapters/scripting/reference/attributes/index.html
// Learn life-cycle callbacks:
//  - [Chinese] http://www.cocos.com/docs/creator/scripting/life-cycle-callbacks.html
//  - [English] http://www.cocos2d-x.org/docs/editors_and_tools/creator-chapters/scripting/life-cycle-callbacks/index.html

cc.Class({
    extends: cc.Component,

    properties: {
        // 主角跳跃高度
        jumpHeight: 0,
        // 主角跳跃持续时间
        jumpDuration: 0,
        // 最大移动速度
        maxMoveSpeed: 0,
        // 加速度
        accel: 0,
		// 跳跃音效资源
        jumpAudio: {
            default: null,
            url: cc.AudioClip
        },
    },
	
	setJumpAction: function () {
        // 跳跃上升
        var jumpUp = cc.moveBy(this.jumpDuration, cc.p(0, this.jumpHeight)).easing(cc.easeCubicActionOut());
        // 下落
        var jumpDown = cc.moveBy(this.jumpDuration, cc.p(0, -this.jumpHeight)).easing(cc.easeCubicActionIn());
        // 添加一个回调函数,用于在动作结束时调用我们定义的其他方法
        var callback = cc.callFunc(this.playJumpSound, this);
        // 不断重复,而且每次完成落地动作后调用回调来播放声音
        return cc.repeatForever(cc.sequence(jumpUp, jumpDown, callback));
    },
	
	playJumpSound: function () {
        // 调用声音引擎播放声音
        cc.audioEngine.playEffect(this.jumpAudio, false);
    },
	
	setInputControl: function () {
        var self = this;
        // 添加键盘事件监听
        cc.eventManager.addListener({
            event: cc.EventListener.KEYBOARD,
            // 有按键按下时,判断是否是我们指定的方向控制键,并设置向对应方向加速
            onKeyPressed: function(keyCode, event) {
                switch(keyCode) {
                    case cc.KEY.a:
                        self.accLeft = true;
                        self.accRight = false;
                        break;
                    case cc.KEY.d:
                        self.accLeft = false;
                        self.accRight = true;
                        break;
                }
            },
            // 松开按键时,停止向该方向的加速
            onKeyReleased: function(keyCode, event) {
                switch(keyCode) {
                    case cc.KEY.a:
                        self.accLeft = false;
                        break;
                    case cc.KEY.d:
                        self.accRight = false;
                        break;
                }
            }
        }, self.node);
    },

    // LIFE-CYCLE CALLBACKS:

	onLoad: function () {
        // 初始化跳跃动作
        this.jumpAction = this.setJumpAction();
        this.node.runAction(this.jumpAction);
		
		// 加速度方向开关
        this.accLeft = false;
        this.accRight = false;
        // 主角当前水平方向速度
        this.xSpeed = 0;

        // 初始化键盘输入监听
        this.setInputControl();
    },

    start () {

    },

    update: function (dt) {
        // 根据当前加速度方向每帧更新速度
        if (this.accLeft) {
            this.xSpeed -= this.accel * dt;
        } else if (this.accRight) {
            this.xSpeed += this.accel * dt;
        }
        // 限制主角的速度不能超过最大值
        if ( Math.abs(this.xSpeed) > this.maxMoveSpeed ) {
            // if speed reach limit, use max speed with current direction
            this.xSpeed = this.maxMoveSpeed * this.xSpeed / Math.abs(this.xSpeed);
        }

        // 根据当前速度更新主角的位置
        this.node.x += this.xSpeed * dt;
    },
});