As you may notice in the previous tutorial we had no touch events to control the snake , as you Remember in the SnakeJS Snake Game Using Cocos2d-x HTML5 - PART 3
In the code Lines 72 - 95 there is only keyboard handling . lts change that .
The controllers i chose for this tutorial will be buttons to mimic the keyboard's arrow keys.
I aware there are a lot of debate on the topic. which is better swipe gestures or virtual keyboards.
But for the simplicity i will do it with buttons .
For the buttons i used the open source Vector Editor called Inkscape .
Couple of squares and i have 4 buttons to use , very simple very basic .
Or this color .. with round angles , Inkscape is really great vector editor .
For quick Inkscape tutorials I strongly recommend you to visit this site: http://www.2dgameartguru.com/
So after we done with the controllers lts dive into our new game code .
The Code :1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 | //global varibales with default values var SnakeArray = null; var SnakeFood = null; var spriteBackGround = null; var BackGroundWidth = 0;; var BackGroundHeight = 0; var BackGroundPos; var Direction =""; var score = 0; var cellWidth = 30; var Enum = { snakecell:0, snakefood:1, background:2, touchup:3, touchdown:4, touchright:5, touchleft:6 }; var snakeJSGameLayer = null; var snakeLength = 5; //Length of the snake var ScoreLabel = null; var GameOverLabel = null; var bCollisionDetected = false; var spriteTouchUP = null; var spriteTouchDown = null; var spriteTouchLeft = null; var spriteTouchRight = null; var origin = null; var winSize = null; var SnakeJSGameLayer = null; //The Background sprite class holding the game nodes var SpriteBackGround = cc.Sprite.extend({ ctor: function(texture, rect) { this._super(texture, rect); } }); //Snake cell class var SpriteSnakeCell = cc.Sprite.extend({ ctor: function(texture) { this._super(texture); } }); //Snake food class var SpriteSnakeFood = cc.Sprite.extend({ ctor: function(texture) { this._super(texture); } }); var SpriteTouch = cc.Sprite.extend({ _listener:null, _fixedPriority:0, _removeListenerOnTouchEnded: false, ctor: function(priority,texture){ this._super(texture); this._fixedPriority = priority || 0; }, setPriority:function(fixedPriority){ this._fixedPriority = fixedPriority; }, onEnter:function(){ this._super(); var selfPointer = this; var listener = cc.EventListener.create({ event: cc.EventListener.TOUCH_ONE_BY_ONE, swallowTouches: true, onTouchBegan: function (touch, event) { var locationInNode = selfPointer.convertToNodeSpace(touch.getLocation()); var s = selfPointer.getContentSize(); var rect = cc.rect(0, 0, s.width, s.height); var target = event.getCurrentTarget(); if (cc.rectContainsPoint(rect, locationInNode)) { selfPointer.setColor(cc.color.RED); if(bCollisionDetected) { bCollisionDetected = false; GameOverLabel.visible = false; cc.director.resume(); snakeJSGameLayer.CreateSnake(); snakeJSGameLayer.CreateFood(); return true; } switch(selfPointer.getTag()) { case Enum.touchdown: { if(direction != "up") direction = "down"; break; } case Enum.touchup: { if(direction != "down") direction = "up"; break; } case Enum.touchright: { if(direction != "left") direction = "right"; break; } case Enum.touchleft: { if(direction != "right") direction = "left"; break; } } return true; } return false; }, onTouchMoved: function (touch, event) { //this.setPosition(this.getPosition() + touch.getDelta()); }, onTouchEnded: function (touch, event) { selfPointer.setColor(cc.color.WHITE); if(selfPointer._removeListenerOnTouchEnded) { cc.eventManager.removeListener(selfPointer._listener); selfPointer._listener = null; } } }); if(this._fixedPriority != 0) cc.eventManager.addListener(listener, this._fixedPriority); else cc.eventManager.addListener(listener, this); this._listener = listener; }, onExit: function(){ this._listener && cc.eventManager.removeListener(this._listener); this._super(); }, removeListenerOnTouchEnded: function(toRemove){ this._removeListenerOnTouchEnded = toRemove; }, getListener: function() { return this._listener; } }); //Game Main container class, holding all game logic functions SnakeJSGameLayer = cc.Layer.extend({ sprite:null, ctor:function () { this._super(); origin = cc.director.getVisibleOrigin(); winSize = cc.winSize; //Create the background sprite spriteBackGround = new SpriteBackGround(res.blank_png, cc.rect(0,0,winSize.width-50,winSize.height-90)); spriteBackGround.setAnchorPoint(0,0); spriteBackGround.setTag(Enum.background); BackGroundWidth = spriteBackGround.getBoundingBox().width; BackGroundHeight = spriteBackGround.getBoundingBox().height; //Calculate the background sprite positon by subtracting SpriteBackGround position from Main layer position spriteBackGround.x = (winSize.width - BackGroundWidth)/2; spriteBackGround.y = (winSize.height - BackGroundHeight)/2; this.addChild(spriteBackGround,1); BackGroundPos = {x:spriteBackGround.x, y:spriteBackGround.y}; //Add the score lable ScoreLabel = new cc.LabelTTF(setLabelString(score), "Arial", 38); ScoreLabel.x = winSize.width / 2; ScoreLabel.y = winSize.height / 2 + 200; this.addChild(ScoreLabel, 5); //Add the game over lable as none visible var redColor = cc.color(0, 0, 0); //GameOverLabel = new cc.LabelTTF("Game Over press SPACE to restart!", "Arial", 38); GameOverLabel = new cc.LabelTTF("", "Arial", 30); GameOverLabel.x = winSize.width / 2; GameOverLabel.y = winSize.height / 2; GameOverLabel.fillStyle = redColor this.addChild(GameOverLabel, 5); GameOverLabel.visible = false; this.SetLableText(3); //if (cc.sys.os == cc.sys.OS_IOS || cc.sys.os == cc.sys.OS_ANDROID) { this.CreateTouchControllers(); } //create the snake and the food this.CreateSnake(); this.CreateFood(); if (cc.sys.os === cc.sys.OS_WINDOWS) { if ('keyboard' in cc.sys.capabilities) { cc.eventManager.addListener({ event: cc.EventListener.KEYBOARD, onKeyPressed: function (key, event) { var target = event.getCurrentTarget(); //Only if space key is pressed and Collision Detected the game restart if(bCollisionDetected && key == "32") { bCollisionDetected = false; GameOverLabel.visible = false; cc.director.resume(); target.CreateSnake(); target.CreateFood(); return; } if(key == "37" && direction != "right") direction = "left"; else if(key == "38" && direction != "down") direction = "up"; else if(key == "39" && direction != "left") direction = "right"; else if(key == "40" && direction != "up") direction = "down"; } }, this); } else { cc.log("KEYBOARD Not supported"); } } //This is the main game loop this.schedule(this.GameLoop,0.2); return true; }, CreateSnake:function() { score = 0; ScoreLabel.setString(setLabelString(score)); direction = "right"; if(( typeof SnakeArray != 'undefined' && SnakeArray instanceof Array ) && SnakeArray.length > 0 ) { for(var i = 0; i< SnakeArray.length; i++) { this.removeChild(SnakeArray[i],true); } } SnakeArray = []; var elmsToRemove = SnakeArray.length - snakeLength; if(elmsToRemove>1) { SnakeArray.splice(snakeLength-1,elmsToRemove); } for(var i = snakeLength-1; i>=0; i--) { var spriteSnakeCell = new SpriteSnakeCell(res.snakecell_png); spriteSnakeCell.setAnchorPoint(0,0); spriteSnakeCell.setTag(Enum.snakecell); var xMov = (i*cellWidth)+BackGroundPos.x; var yMov = (spriteBackGround.y+BackGroundHeight)-cellWidth; spriteSnakeCell.x = xMov; spriteSnakeCell.y = yMov; this.addChild(spriteSnakeCell,2); SnakeArray.push(spriteSnakeCell); } }, CreateFood:function() { //Check if food Exist , remove it from the game sprite if(this.getChildByTag(Enum.snakefood)!=null) { this.removeChildByTag(Enum.snakefood,true); } var spriteSnakeFood = new SpriteSnakeFood(res.snakefood_png); spriteSnakeFood.setAnchorPoint(0,0); spriteSnakeFood.setTag(Enum.snakefood); this.addChild(spriteSnakeFood,2); var rndValX = 0; var rndValY = 0; var min = 0; var maxWidth = BackGroundWidth; var maxHeight = BackGroundHeight; var multiple = cellWidth; //Place it in some random position rndValX = generate(min,maxWidth,multiple); rndValY = generate(min,maxHeight,multiple); var irndX = rndValX+BackGroundPos.x; var irndY = rndValY+BackGroundPos.y; SnakeFood = { x: irndX , y: irndY }; spriteSnakeFood.x = SnakeFood.x; spriteSnakeFood.y = SnakeFood.y; }, //The function will be called every 0.2 milii secound GameLoop:function (dt) { //get the snake head cell var SnakeHeadX = SnakeArray[0].x; var SnakeHeadY = SnakeArray[0].y; //check which direction it is heading switch(direction) { case "right": SnakeHeadX+=cellWidth; break; case "left": SnakeHeadX-=cellWidth; break; case "up": SnakeHeadY+=cellWidth; break; case "down": SnakeHeadY-=cellWidth; break; default: cc.log("direction not defind"); } //Check if the snake head Collided with the walls or with it self if(CollisionDetector(SnakeHeadX, SnakeHeadY, SnakeArray)) { bCollisionDetected = true; GameOverLabel.visible = true; cc.director.pause(); return; } //Check if the snake head Collided with the food if(SnakeHeadX == SnakeFood.x && SnakeHeadY == SnakeFood.y) { //Add snake cell after the head position var spriteSnaketail = new SpriteSnakeCell(res.snakecell_png); spriteSnaketail.setAnchorPoint(0,0); spriteSnaketail.setTag(Enum.snakecell); this.addChild(spriteSnaketail,2); spriteSnaketail.x = SnakeHeadX; spriteSnaketail.y = SnakeHeadY; SnakeArray.unshift(spriteSnaketail); //Add point to the points display ScoreLabel.setString(setLabelString(score++)); //Create new food in new position this.CreateFood(); } else { var spriteSnakeCellLast = SnakeArray.pop(); //pops out the last cell spriteSnakeCellLast.x = SnakeHeadX; spriteSnakeCellLast.y = SnakeHeadY; SnakeArray.unshift(spriteSnakeCellLast); } }, SetLableText:function(mode) { if(mode == 1) { GameOverLabel.setString("Game Over press SPACE to restart!"); } else if(mode == 2) { GameOverLabel.setString("Game Over press any arrows to restart!"); } else if(mode == 3) { GameOverLabel.setString("Game Over press any arrows or SPACE to restart!"); } }, CreateTouchControllers:function() { //create controllers spriteTouchDown = new SpriteTouch(30,res.arrow_down); spriteTouchDown.setAnchorPoint(0,0); spriteTouchDown.x = 0; spriteTouchDown.y = 0; spriteTouchDown.setTag(Enum.touchdown); spriteTouchUP = new SpriteTouch(30,res.arrow_up); spriteTouchUP.setAnchorPoint(0,0); spriteTouchUP.x = 0; spriteTouchUP.y = spriteTouchDown.getBoundingBox().height +20; spriteTouchUP.setTag(Enum.touchup); spriteTouchRight = new SpriteTouch(30,res.arrow_right); spriteTouchRight.setAnchorPoint(0,0); spriteTouchRight.x = winSize.width - spriteTouchDown.getBoundingBox().width -20; spriteTouchRight.y = 0; spriteTouchRight.setTag(Enum.touchright); spriteTouchLeft = new SpriteTouch(30,res.arrow_left); spriteTouchLeft.setAnchorPoint(0,0); spriteTouchLeft.x = spriteTouchRight.x - spriteTouchLeft.getBoundingBox().width-20; spriteTouchLeft.y = 0; spriteTouchLeft.setTag(Enum.touchleft); this.addChild(spriteTouchUP,10); this.addChild(spriteTouchDown,10); this.addChild(spriteTouchLeft,10); this.addChild(spriteTouchRight,10); } }); //The snake Collision Obstacles are side walls and itself function CollisionDetector(snakeHeadX,snakeHeadY,snakeArray) { if(snakeHeadX < spriteBackGround.x || snakeHeadX > BackGroundWidth || snakeHeadY < spriteBackGround.y || snakeHeadY > ((spriteBackGround.y+BackGroundHeight)-cellWidth)) { return true; } for(var i = 0; i < snakeArray.length; i++) { if(snakeArray[i].x == snakeHeadX && snakeArray[i].y == snakeHeadY) { return true; } } return false; } //Rendom number generator function generate(min, max, multiple) { var res = Math.floor(Math.random() * ((max - min) / multiple)) * multiple + min; return res; } //Convert number to string function setLabelString(str) { var stringScore = parseInt(score).toString(); return stringScore; } //Main Game container var SnakeJSScene = cc.Scene.extend({ onEnter:function () { this._super(); snakeJSGameLayer = new SnakeJSGameLayer(); this.addChild(snakeJSGameLayer); } }); |
Lets go and examine the code it changed quite a lot. i will cover the main parts that has changed .
- Lines 15 - 19 added new enumeration keys to be set to our new controllers tags .
Lines 25 - 28 added new variables that will hold the new controllers sprites. - Lines 52 - 147 this is the Controller class with be created 4 times to represent our
game left/right/top/down controllers.
Lets break this class to parts :Lines 57 - 60 The class constructor it must get the priority, and the texture parameters
The priority must be high so the sprite will be click and not the sprite below it.
And the texture is the controller image we made in Inkscape.
Line 66 , onEnter:function()
This function will be invoked each time user has touched the Controller sprite . - Lines 80 - 88 this is where the collision is detected while we are controlling our snake movement . if detected reset the game if one of the controllers are clicked.
- Lines 89 - 112 the switch case here will be invoked each touch . and according to
the tag of the object it setting the directions. - the rest of the "SpriteTouch" class is standard methods that we are not going to use.
but they are needed to be there . - Line 171 ScoreLabel now changed and no longer has static text , now it is determinate its text
according to setLabelString(scroe) function from Line 324 . - Line 188 this function constructing the controllers sprites
I comment the //if (cc.sys.os == cc.sys.OS_IOS || cc.sys.os == cc.sys.OS_ANDROID)
This line means that you can control the appearance of the CreateTouchControllers() function.
In this example i decided to enable the controllers no matter what OS the game running on - Lines 342 - 355 this is the function that was mentioned in section no' 6 Basclly we have 3 modes to display the "End Game" captions feel free to add more
mode == 1 is when we are on the web or desktop
mode ==2 is when we are on any OS
mode ==3 is when we are on Mobile or Desktop/Web - Lines 356 - 386 this is the function that position the controllers on the game screen
Here you can also position the them in any way you see it right .
That's It now we have 1 code base for Web , Desktop , iOS .
You can Check the source code and the controllers resource files in this GitHub repository:
https://github.com/meiry/SnakeJS-Final
You can Check the source code and the controllers resource files in this GitHub repository:
https://github.com/meiry/SnakeJS-Final
Thanks for this very much help full post. looking forward for android also.
ReplyDeleteThanks glad you like it , soon i will do it as soon as i will get android device.
ReplyDeletethanks. all working perfect. looking FW for android tutorial
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