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[cocos2d-x从c++到js]04:javascript中的继承

对于面向对象语言来说,继承机制是代码复用的基础,很不幸的是javascript作为一个基于原型继承的语言,并没有在本身语言层面上直接作出对类继承的支持。
但是js语言拥有很强大的表现力。所以一般是js的使用者自行设计一套继承机制,这个机制必须包括几个点,对私有访问权限的模拟,对属性和类属性的不同实现,对方法覆盖的支持,对父类被覆盖方法的访问等。
cocos2d-x中,整合了两套继承机制,看《MoonWarriors》例子中的源码SysMenu.js文件 
var SysMenu = cc.Layer.extend({ 
    _ship:null, 
 
    ctor:function () { 
        cc.associateWithNative( this, cc.Layer ); 
    }, 
    init:function () { 
        var bRet = false; 
        if (this._super()) { 
            winSize = cc.Director.getInstance().getWinSize(); 
            var sp = cc.Sprite.create(s_loading); 
            sp.setAnchorPoint(cc.p(0,0)); 
            this.addChild(sp, 0, 1); 
 
            var logo = cc.Sprite.create(s_logo); 
            logo.setAnchorPoint(cc.p(0, 0)); 
            logo.setPosition(0, 250); 
            this.addChild(logo, 10, 1); 
 
            var newGameNormal = cc.Sprite.create(s_menu, cc.rect(0, 0, 126, 33)); 
            var newGameSelected = cc.Sprite.create(s_menu, cc.rect(0, 33, 126, 33)); 
            var newGameDisabled = cc.Sprite.create(s_menu, cc.rect(0, 33 * 2, 126, 33)); 
 
            var gameSettingsNormal = cc.Sprite.create(s_menu, cc.rect(126, 0, 126, 33)); 
            var gameSettingsSelected = cc.Sprite.create(s_menu, cc.rect(126, 33, 126, 33)); 
            var gameSettingsDisabled = cc.Sprite.create(s_menu, cc.rect(126, 33 * 2, 126, 33)); 
 
            var aboutNormal = cc.Sprite.create(s_menu, cc.rect(252, 0, 126, 33)); 
            var aboutSelected = cc.Sprite.create(s_menu, cc.rect(252, 33, 126, 33)); 
            var aboutDisabled = cc.Sprite.create(s_menu, cc.rect(252, 33 * 2, 126, 33)); 
 
            var newGame = cc.MenuItemSprite.create(newGameNormal, newGameSelected, newGameDisabled, function () { 
                this.onButtonEffect(); 
                flareEffect(this, this, this.onNewGame); 
            }.bind(this)); 
            var gameSettings = cc.MenuItemSprite.create(gameSettingsNormal, gameSettingsSelected, gameSettingsDisabled, this.onSettings, this); 
            var about = cc.MenuItemSprite.create(aboutNormal, aboutSelected, aboutDisabled, this.onAbout, this); 
 
            var menu = cc.Menu.create(newGame, gameSettings, about); 
            menu.alignItemsVerticallyWithPadding(10); 
            this.addChild(menu, 1, 2); 
            menu.setPosition(winSize.width / 2, winSize.height / 2 - 80); 
            this.schedule(this.update, 0.1); 
 
            var tmp = cc.TextureCache.getInstance().addImage(s_ship01); 
            this._ship = cc.Sprite.createWithTexture(tmp,cc.rect(0, 45, 60, 38)); 
            this.addChild(this._ship, 0, 4); 
            var pos = cc.p(Math.random() * winSize.width, 0); 
            this._ship.setPosition( pos ); 
            this._ship.runAction(cc.MoveBy.create(2, cc.p(Math.random() * winSize.width, pos.y + winSize.height + 100))); 
 
            if (MW.SOUND) { 
                cc.AudioEngine.getInstance().setMusicVolume(0.7); 
                cc.AudioEngine.getInstance().playMusic(s_mainMainMusic, true); 
            } 
 
            bRet = true; 
        } 
        return bRet; 
    }, 
    onNewGame:function (pSender) { 
        var scene = cc.Scene.create(); 
        scene.addChild(GameLayer.create()); 
        scene.addChild(GameControlMenu.create()); 
        cc.Director.getInstance().replaceScene(cc.TransitionFade.create(1.2, scene)); 
    }, 
    onSettings:function (pSender) { 
        this.onButtonEffect(); 
        var scene = cc.Scene.create(); 
        scene.addChild(SettingsLayer.create()); 
        cc.Director.getInstance().replaceScene(cc.TransitionFade.create(1.2, scene)); 
    }, 
    onAbout:function (pSender) { 
        this.onButtonEffect(); 
        var scene = cc.Scene.create(); 
        scene.addChild(AboutLayer.create()); 
        cc.Director.getInstance().replaceScene(cc.TransitionFade.create(1.2, scene)); 
    }, 
    update:function () { 
        if (this._ship.getPosition().y > 480) { 
            var pos = cc.p(Math.random() * winSize.width, 10); 
            this._ship.setPosition( pos ); 
            this._ship.runAction( cc.MoveBy.create( 
                parseInt(5 * Math.random(), 10), 
                cc.p(Math.random() * winSize.width, pos.y + 480))); 
        } 
    }, 
    onButtonEffect:function(){ 
        if (MW.SOUND) { 
            var s = cc.AudioEngine.getInstance().playEffect(s_buttonEffect); 
 
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