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class HelloWorld :
public cocos2d::CCLayerColor
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bool HelloWorld::init()
{ bool bRet = false; do { CC_BREAK_IF(! CCLayerColor::initWithColor(ccc4( 255, 255, 255, 255))); CCSize winSize = CCDirector::sharedDirector()->getWinSize(); CCSprite *player = CCSprite::create( "player.png", CCRectMake( 0, 0, 27, 40)); player->setPosition(ccp(player->getContentSize().width / 2, winSize.height / 2)); this->addChild(player); bRet = true; } while ( 0); return bRet; } |
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void HelloWorld::addMonster()
{ CCSprite *monster = CCSprite::create( "monster.png"); CCSize winSize = CCDirector::sharedDirector()->getWinSize(); int minY = monster->getContentSize().height / 2; int maxY = winSize.height - monster->getContentSize().height / 2; int rangeY = maxY - minY; int actualY = (rand() % rangeY) + minY; monster->setPosition(ccp(winSize.width + monster->getContentSize().width / 2, actualY)); this->addChild(monster); int minDuration = 2. 0; int maxDuration = 4. 0; int rangeDuration = maxDuration - minDuration; int actualDuration = (rand() % rangeDuration) + minDuration; CCMoveTo *actionMove = CCMoveTo::create(actualDuration, ccp(-monster->getContentSize().width / 2, actualY)); CCCallFuncN *actionMoveDone = CCCallFuncN::create( this, callfuncN_selector(HelloWorld::spriteMoveFinished)); monster->runAction(CCSequence::create(actionMove, actionMoveDone, NULL)); } |
在右边屏幕以随机的位置添加怪物精灵,注意计算精灵的位置坐标,默认描点在中心,不要让怪物截断了。然后再以2~4秒的随机总时间,让怪物从右边移动到左边,移动出边界后,即回调函数spriteMoveFinished,进行删除精灵对象,增加的spriteMoveFinished方法如下:
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void HelloWorld::spriteMoveFinished(CCNode *sender)
{ CCSprite *sprite = (CCSprite*)sender; this->removeChild(sprite, true); } |
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this->schedule(schedule_selector(HelloWorld::gameLogic),
1.
0);
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2 3 4 |
void HelloWorld::gameLogic(
float dt )
{ this->addMonster(); } |
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this->setTouchEnabled(
true);
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void HelloWorld::ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent)
{ CCTouch *touch = (CCTouch*)pTouches->anyObject(); CCPoint location = this->convertTouchToNodeSpace(touch); CCSize winSize = CCDirector::sharedDirector()->getWinSize(); CCSprite *projectile = CCSprite::create( "projectile.png"); projectile->setPosition(ccp( 20, winSize.height / 2)); CCPoint offset = ccpSub(location, projectile->getPosition()); if (offset.x <= 0) { return; } this->addChild(projectile); int realX = winSize.width + projectile->getContentSize().width / 2; float ratio = ( float)offset.y / ( float)offset.x; int realY = realX * ratio + projectile->getPosition().y; CCPoint realDest = ccp(realX, realY); int offRealX = realX - projectile->getPosition().x; int offRealY = realY - projectile->getPosition().y; float length = sqrtf(offRealX * offRealX + offRealY * offRealY); float velocity = 480 / 1; float realMoveDuration = length / velocity; projectile->runAction(CCSequence::create(CCMoveTo::create(realMoveDuration, realDest), CCCallFuncN::create( this, callfuncN_selector(HelloWorld::spriteMoveFinished)), NULL)); } |
首先,得到触摸点,然后创建子弹精灵,算出触摸点与子弹初始位置之差,若触摸点在初始位置的前方(即玩家前方),则添加子弹到层上。以同比例方法,计算出子弹飞向屏幕右边的最终坐标。然后再用勾股定理计算飞行长度,假定速度为每秒480像素,则计算出飞行总时间。之后就是让子弹执行给定的飞行动作,以及之后的删除自身调用。
9.编译运行,往屏幕点击,可以看到子弹发射出去,如下图所示:
10.当子弹碰到怪物时,怪物被消灭,子弹消失,即碰撞检测。需要在场景中跟踪目标和子弹,在HelloWorldScene.h声明如下:
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2 |
cocos2d::CCArray *_monsters;
cocos2d::CCArray *_projectiles; |
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HelloWorld::HelloWorld()
{ _monsters = NULL; _projectiles = NULL; } HelloWorld::~HelloWorld() { if (_monsters) { _monsters->release(); _monsters = NULL; } if (_projectiles) { _projectiles->release(); _projectiles = NULL; } } |
然后在init函数中初始化这两个数组:
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this->_monsters = CCArray::create();
this->_monsters->retain(); this->_projectiles = CCArray::create(); this->_projectiles->retain(); |
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monster->setTag(
1);
_monsters->addObject(monster); |
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projectile->setTag(
2);
_projectiles->addObject(projectile); |
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if (sprite->getTag() ==
1)
{ _monsters->removeObject(sprite); } else if (sprite->getTag() == 2) { _projectiles->removeObject(sprite); } |
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void HelloWorld::update(
float dt)
{ CCArray *projectilesToDelete = CCArray::create(); CCObject *pObject = NULL; CCObject *pObject2 = NULL; CCARRAY_FOREACH(_projectiles, pObject) { CCSprite *projectile = (CCSprite*)pObject; CCArray *monstersToDelete = CCArray::create(); CCARRAY_FOREACH(_monsters, pObject2) { CCSprite *monster = (CCSprite*)pObject2; if (CCRect::CCRectIntersectsRect(projectile->boundingBox(), monster->boundingBox())) { monstersToDelete->addObject(monster); } } CCARRAY_FOREACH(monstersToDelete, pObject2) { CCSprite *monster = (CCSprite*)pObject2; _monsters->removeObject(monster); this->removeChild(monster, true); } if (monstersToDelete->count() > 0) { projectilesToDelete->addObject(projectile); } monstersToDelete->release(); } CCARRAY_FOREACH(projectilesToDelete, pObject) { CCSprite *projectile = (CCSprite*)pObject; _projectiles->removeObject(projectile); this->removeChild(projectile, true); } projectilesToDelete->release(); } |
遍历子弹数组,计算每一个子弹所可能遇到的怪物,用它们各自的边界框进行交叉检测,检测到交叉,则将怪物对象放入ToDelete(待删除)数组,不能在遍历的时候删除一个对象。若是子弹遇到了怪物,也需要放入ToDelete(待删除)数组。然后从场景和数组中移动掉。同样,也在init函数,安装定时器,代码如下:
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this->schedule(schedule_selector(HelloWorld::update));
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CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic(
"background-music-aac.wav");
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CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect(
"pew-pew-lei.wav");
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#pragma once
#include "cocos2d.h" class GameOverLayer : public cocos2d::CCLayerColor { public: GameOverLayer( void); ~GameOverLayer( void); bool initWithWon( bool won); static cocos2d::CCScene* sceneWithWon( bool won); static GameOverLayer* createWithWon( bool won); void gameOverDone(); }; |
GameOverLayer.cpp文件代码为:
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#include
"GameOverLayer.h"
#include "HelloWorldScene.h" using namespace cocos2d; GameOverLayer::GameOverLayer( void) { } GameOverLayer::~GameOverLayer( void) { } GameOverLayer* GameOverLayer::createWithWon( bool won) { GameOverLayer *pRet = new GameOverLayer(); if (pRet && pRet->initWithWon(won)) { pRet->autorelease(); return pRet; } else { CC_SAFE_DELETE(pRet); return NULL; } } bool GameOverLayer::initWithWon( bool won) { bool bRet = false; do { CC_BREAK_IF(! CCLayerColor::initWithColor(ccc4( 255, 255, 255, 255))); char *message; if (won) { message = "You Won!"; } else { message = "You Lose :["; } CCSize winSize = CCDirector::sharedDirector()->getWinSize(); CCLabelTTF *label = CCLabelTTF::create(message, "Arial", 32); label->setColor(ccc3( 0, 0, 0)); label->setPosition(ccp(winSize.width / 2, winSize.height / 2)); this->addChild(label); this->runAction(CCSequence::create(CCDelayTime::create( 3), CCCallFunc::create( this, callfunc_selector(GameOverLayer::gameOverDone)), NULL)); bRet = true; } while ( 0); return bRet; } cocos2d::CCScene* GameOverLayer::sceneWithWon( bool won) { CCScene * scene = NULL; do { scene = CCScene::create(); CC_BREAK_IF(! scene); GameOverLayer *layer = GameOverLayer::createWithWon(won); CC_BREAK_IF(! layer); scene->addChild(layer); } while ( 0); return scene; } void GameOverLayer::gameOverDone() { CCDirector::sharedDirector()->replaceScene(HelloWorld::scene()); } |
游戏结束时,切换到以上所建的场景,场景上的层显示一个文本,在3秒之后返回到HelloWorld场景中。
14.最后,为游戏添加一些游戏逻辑。记录玩家消灭怪物的数量,进而决定该玩家输赢。在HelloWorldScene.h文件中,添加如下:
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int _monstersDestroyed;
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_monstersDestroyed =
0;
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#include
"GameOverLayer.h"
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_monstersDestroyed++;
if (_monstersDestroyed > 30) { CCScene *gameOverScene = GameOverLayer::sceneWithWon( true); CCDirector::sharedDirector()->replaceScene(gameOverScene); } |
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CCScene *gameOverScene = GameOverLayer::sceneWithWon(
false);
CCDirector::sharedDirector()->replaceScene(gameOverScene); |
参考资料:
1.How To Make A Simple iPhone Game with Cocos2D 2.X Tutorial http://www.raywenderlich.com/25736/how-to-make-a-simple-iphone-game-with-cocos2d-2-x-tutorial
2.如何用Cocos2d来开发简单的IPhone游戏教程 http://www.cocoachina.com/bbs/read.php?tid-15554.html
3.Cocos2d Classic Tutorial Demo Revisit:(1) http://www.zilongshanren.com/cocos2d-classic-tutorial-demo-revisit-1/
非常感谢以上资料,本例子源代码附加资源下载地址:http://download.csdn.net/detail/akof1314/4857315
如文章存在错误之处,欢迎指出,以便改正。