这个简单的捕鱼游戏Demo只是完成了简单的:
1.场景切换、数据加载、武器等级更换<大炮的升级>、
2.鱼的随机游动、大炮发射子弹、撒网、捕鱼
3.子弹、鱼、网的碰撞检测等;
4.场景及背景音乐的定时更换,碰撞时得音效;
仅供参考、入门练习用例;
第一部分:Cocos2d-x简单游戏<捕鱼达人>代码实现|第一部分:鱼类
第二部分:Cocos2d-x简单游戏<捕鱼达人>代码实现|第二部分:子弹、渔网、大炮类
第三部分:Cocos2d-x简单游戏<捕鱼达人>代码实现|第三部分:菜单类
第四部分:Cocos2d-x简单游戏<捕鱼达人>代码实现|第四部分:加载场景类
第五部分:Cocos2d-x简单游戏<捕鱼达人>代码实现|第五部分:游戏类
#ifndef __shows__Fish__
#define __shows__Fish__
#include
#include "Header.h"
class Fish:publicCCSprite{
public:
bool isCatched;//是否被抓
CCSpeed *path;//速度
int fishLevel;//鱼的类别
CREATE_FUNC(Fish);
public:
void removeFish(CCSprite *sprites);
void addPath();
void run();//
//使用贝塞尔曲线创建鱼游动的路径
void moveWithBezier(CCNode *mySprite,CCPoint startPoint,CCPoint endPoint,CCPoint controlPoint,float startAngle,float endAngle,float dirTime);
bool randomCatch(int bowLevel);
};
#endif /* defined(__shows__Fish__) */
#include "Fish.h"
//命中率--打中精灵的概率
constint odds[][2] = {
{20,30},
{20,40},
{20,50},
{30,70},
{40,100},
{50,150},
{60,200},
{50,300},
{50,300},
{60,300},
{70,300},
{80,300}
};
int commonNum =2.5;
int commonTarget =1.8;
constint pathArray[][8]={
// 0-x 1-y 2-x 3-y 4-x 5-y 6 7
{-200*commonNum,100*commonNum,240*commonNum,320*commonNum,560*commonNum,240*commonNum,150*commonTarget,190*commonTarget},//0左到右(偏上)--·
{-200*commonNum,-100*commonNum,240*commonNum,320*commonNum,560*commonNum,120*commonNum,125*commonTarget,200*commonTarget},//1左到右(偏下)
{-100*commonNum, -50*commonNum,240*commonNum,320*commonNum,560*commonNum,-100*commonNum,110*commonTarget,240*commonTarget},//2左下到右下
{-100*commonNum,330*commonNum, -20*commonNum,-100*commonNum,550*commonNum,380*commonNum,270*commonTarget,130*commonTarget},//3左上到右上
{ 50*commonNum,-100*commonNum, 30*commonNum,350*commonNum,500*commonNum,350*commonNum, 70*commonTarget,180*commonTarget},//4左下到右上
{ 600*commonNum,100*commonNum,300*commonNum,100*commonNum,-100*commonNum,300*commonNum, -20*commonTarget, 40*commonTarget},//5右到左(偏上)
{ 550*commonNum,300*commonNum,300*commonNum, -50*commonNum,-150*commonNum,160*commonNum, -60*commonTarget, 25*commonTarget},//6右上到左
{ 600*commonNum,240*commonNum, -20*commonNum,350*commonNum,-150*commonNum,-100*commonNum, 10*commonTarget, -30*commonTarget},//7右到左偏下
{ 550*commonNum,-100*commonNum,450*commonNum,350*commonNum,-100*commonNum,350*commonNum, 70*commonTarget, 20*commonTarget},//8右下到左上
{ 400*commonNum,400*commonNum,150*commonNum,420*commonNum,100*commonNum,-100*commonNum, -20*commonTarget, -80*commonTarget},//9上到下偏左1
{ 300*commonNum,400*commonNum,600*commonNum,100*commonNum, 50*commonNum,-100*commonNum,-130*commonTarget, -35*commonTarget},//10上到下偏右2
{ 50*commonNum,400*commonNum,600*commonNum,150*commonNum,250*commonNum,-100*commonNum,-160*commonTarget, -60*commonTarget},//11上到下偏右1
{ 300*commonNum,550*commonNum,-100*commonNum,100*commonNum,100*commonNum,-100*commonNum, -50*commonTarget,-105*commonTarget},//12上到下偏左2
{ 25*commonNum,-100*commonNum,350*commonNum,200*commonNum,100*commonNum,400*commonNum,150*commonTarget, 60*commonTarget},//13下到上
{ 200*commonNum,-100*commonNum,-200*commonNum,240*commonNum,350*commonNum,400*commonNum, 10*commonTarget,160*commonTarget},//14下到上
{ 400*commonNum,-100*commonNum,500*commonNum,200*commonNum,200*commonNum,400*commonNum,120*commonTarget, 40*commonTarget},//15下到上
{ 450*commonNum,-100*commonNum,-100*commonNum,200*commonNum,260*commonNum,400*commonNum, 0*commonTarget,110*commonTarget},//16下到上
};
#define TOTALPATH 17
#define SPRITE_OFFSET 0
//const int moveTime = 15;
constint moveTime =30;
//随机
boolFish::randomCatch(int bowLevel){
// CCLog("%d",odds[fishLevel][0]);
//根据大炮的等级获取打中精灵的命中率
if (rand()%odds[fishLevel][1] < (odds[fishLevel][0] * (1 +0.1*bowLevel)) ){
returntrue;
}
else {
returnfalse;
}
}
voidFish::addPath(){
float time =rand()%20+18;//随机时间
float startAngle,endAngle;//旋转
int i =rand()%TOTALPATH;//鱼游动的路径数组的第一维
startPoint =ccp(pathArray[i][0],pathArray[i][1]);
controlPoint =ccp(pathArray[i][2],pathArray[i][3] );
endPoint =ccp(pathArray[i][4],pathArray[i][5]);
startAngle =pathArray[i][6] -SPRITE_OFFSET;
endAngle =pathArray[i][7] -SPRITE_OFFSET;
this->moveWithBezier(this, startPoint, endPoint, controlPoint, startAngle, endAngle,time);
}
voidFish::moveWithBezier(CCNode *mySprite,CCPoint startPoint,CCPoint endPoint,CCPoint controlPoint,float startAngle,float endAngle,float dirTime){
int xChange =rand()%450 -50;
int yChange =rand()%300 -50;
float sx = startPoint.x + xChange;//起点x
float sy = startPoint.y + yChange;//终点y
CCPoint sp =CCPointMake(sx, sy);//cpp(sx,sy);
int ex = endPoint.x +rand()%1000 -40;
int ey = endPoint.y +rand()%650 -40;
CCPoint ep =CCPointMake(ex, ey);//cpp(ex,ey);
int cx = controlPoint.x + xChange;
int cy = controlPoint.y + yChange;
CCPoint cp =CCPointMake(cx, cy);
mySprite->setPosition(sp);//startPoint;
mySprite->setRotation(startAngle);
//动作设置---使用贝塞尔曲线
ccBezierConfig bezier;
bezier.controlPoint_1 = sp;
bezier.controlPoint_2 = cp;
bezier.endPosition = ep;
CCBezierTo * actionMove =CCBezierTo::create(dirTime, bezier);
CCRotateTo * actionRotate =CCRotateTo::create(dirTime, endAngle);
CCActionInterval * action =CCSpawn::create(actionMove,actionRotate,NULL);
CCCallFunc *func =CCCallFunc::create(this,callfunc_selector(Fish::removeFish));
CCSequence * actionSequence =CCSequence::create(action,func,NULL);
path =CCSpeed::create(actionSequence,1.85f);//鱼游动的速度
}
voidFish::run(){
this->runAction(path);
}
voidFish::removeFish(CCSprite *sprite){
this->removeFromParentAndCleanup(true);
}